diff --git a/data/players/anders b/data/players/anders new file mode 100644 index 0000000..cadaaef --- /dev/null +++ b/data/players/anders @@ -0,0 +1,285 @@ +{ + "character": { + "name": "Brother Sepheran", + "name_uncertain": true, + "name_notes": "Handwritten name appears to read 'Sepheran' or close variant.", + "player_name": "Anders", + "chapter": "Blood Angels", + "specialty": "Deathwatch Devastator Marine", + "system": "Warhammer 40,000 Roleplay: Deathwatch", + "rank": 1, + "chapter_demeanour": "The Red Thirst", + "personal_demeanour": "Calculating", + "past_event": null, + "power_armour_history": null, + "description": null + }, + "characteristics": { + "weapon_skill": 47, + "ballistic_skill": 48, + "strength": 41, + "toughness": 43, + "agility": 42, + "intelligence": 50, + "perception": 43, + "willpower": 48, + "fellowship": 38 + }, + "derived": { + "wounds": { + "total": 23, + "current": null + }, + "fatigue": null, + "fate_points": { + "total": 2, + "current": 2 + }, + "insanity": { + "current_points": null, + "battle_fatigue": null, + "primarchs_curse": null + }, + "corruption": { + "current": null + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "run": 30, + "unit": "meters" + }, + "renown": { + "current": 1 + }, + "experience": { + "xp_to_spend": 500, + "total_xp_spent": null + } + }, + "skills": [ + { + "name": "Awareness", + "characteristic": "Per", + "trained": true + }, + { + "name": "Common Lore", + "characteristic": "Int", + "specialisations": [ + "Adeptus Astartes", + "Imperium", + "War" + ], + "trained": true + }, + { + "name": "Dodge", + "characteristic": "Ag", + "trained": true + }, + { + "name": "Intimidate", + "characteristic": "Str", + "trained": true + }, + { + "name": "Logic", + "characteristic": "Int", + "trained": true + }, + { + "name": "Scholastic Lore", + "characteristic": "Int", + "specialisations": [ + "Codex Astartes" + ], + "trained": true + } + ], + "talents_and_traits": [ + "Ambidextrous", + "Astartes Weapon Training", + "Bulging Biceps", + "Heightened Senses (Hearing, Sight)", + "Killing Strike", + "Nerves of Steel", + "Quick Draw", + "Resistance (Psychic Powers)", + "True Grit", + "Unarmed Master", + "Unnatural Strength (x2)", + "Unnatural Toughness (x2)", + "Unrelenting Devastation", + "Deathwatch Training" + ], + "chapter_abilities": [ + { + "name": "Blood Frenzy", + "summary": "Once per combat, may enter Blood Frenzy. While active, may re-roll Damage dice with melee weapons. If the weapon inflicts multiple dice of damage, all dice or one die may be re-rolled. Righteous Fury is confirmed on a 9 or 10 instead of only 10. Lasts for one round." + }, + { + "name": "The Red Thirst", + "summary": "A deep-seated Blood Angels flaw: battle fury and blood hunger that must be held in check." + } + ], + "space_marine_abilities": [ + "Secondary Heart/Ossmodula/Biscopea", + "Haemastamen", + "Larraman’s Organ", + "Catalepsean Node", + "Preomnor", + "Omophagea", + "Multi-Lung", + "Occulobe", + "Lyman’s Ear", + "Sus-an Membrane", + "Oolitic Kidney", + "Neuroglottis", + "Mucranoid", + "Betcher’s Gland", + "Progenoids", + "Black Carapace" + ], + "armour": { + "name": "Mark VII Power Armour", + "pattern": "Mark VII", + "armour_points": { + "head": 8, + "body": 8, + "left_arm": 8, + "right_arm": 8, + "left_leg": 8, + "right_leg": 8 + }, + "power_armour_abilities": [ + "Servo-Augmented Musculature: +20 Strength", + "Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; called shots are Half Actions; +10 to sight and hearing Awareness Tests", + "Built-in Vox Link", + "Built-in Magboots", + "Nutrient Recycling", + "Recoil Suppression: may fire Basic weapons one-handed without penalty", + "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "Poor Manual Dexterity: -10 penalty to delicate manual tasks unless using equipment designed for Space Marines", + "Osmotic Gill Life Sustainer: with helmet on, the armour is environmentally sealed" + ], + "armour_additions": [] + }, + "gear": [ + "Mark VII power armour", + "Heavy bolter", + "Bolt pistol", + "3 frag grenades", + "3 krak grenades", + "Combat knife" + ], + "weapons": [ + { + "name": "Heavy Bolter", + "class": "Heavy", + "damage": "2d10+10", + "damage_type": "X", + "penetration": 6, + "range": "150m", + "rof": "-/-/10", + "clip": 60, + "reload": "Full", + "special_rules": [ + "Tearing" + ], + "uncertain": false, + "handwritten_notes": [ + "Sheet appears to include extra handwritten damage notes likely from Unrelenting Devastation or horde-related calculations; base profile retained here." + ] + }, + { + "name": "Combat Knife", + "class": "Melee", + "damage": "1d10+2", + "damage_type": "Rending", + "penetration": 2, + "range": null, + "rof": null, + "clip": null, + "reload": null, + "special_rules": [], + "uncertain": true, + "uncertainty_notes": [ + "Handwritten damage type text is faint but appears to be standard combat knife profile." + ] + }, + { + "name": "Bolt Pistol", + "class": "Pistol", + "damage": "2d10+5", + "damage_type": "X", + "penetration": 5, + "range": "30m", + "rof": "S/3/-", + "clip": 14, + "reload": "Full", + "special_rules": [ + "Tearing" + ], + "uncertain": false + }, + { + "name": "Grenades", + "variants": [ + { + "name": "Krak Grenade", + "class": "Thrown", + "damage": "3d10+4", + "damage_type": "X", + "penetration": 6, + "range": "SB x 3", + "special_rules": [], + "clip": 3, + "uncertain": true + }, + { + "name": "Frag Grenade", + "class": "Thrown", + "damage": "2d10+0", + "damage_type": "X", + "penetration": 0, + "range": "SB x 3", + "special_rules": [ + "Blast (5)" + ], + "clip": 3, + "uncertain": true + } + ], + "uncertainty_notes": [ + "The handwritten entry combines Krak/Frag on one line and is cramped. Values above are the most plausible read and align with standard-style notation on the sheet." + ] + } + ], + "special_rules": [ + { + "name": "Unrelenting Devastation", + "summary": "When firing a Heavy weapon against a Horde, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit." + }, + { + "name": "Deathwatch Training", + "summary": "The Space Marine automatically confirms Righteous Fury against aliens." + } + ], + "notes": [ + "This appears to be a Rank 1 Devastator Marine pregen or near-pregen from Deathwatch.", + "Heavy bolter sheet includes handwritten math that likely mixes base weapon damage with situational Horde damage; this should not be treated as the raw weapon line.", + "Name spelling should be confirmed from the player." + ], + "source_confidence": { + "identity_and_core_stats": "high", + "skills": "high", + "talents_traits": "high", + "wargear_list": "high", + "weapon_profiles": "medium", + "handwritten_modifiers": "medium_to_low" + } +} + + diff --git a/data/players/andreas b/data/players/andreas new file mode 100644 index 0000000..e627160 --- /dev/null +++ b/data/players/andreas @@ -0,0 +1,252 @@ +{ + "character": { + "name": null, + "placeholder_name": "Andreas_character_pending_name", + "player_name": "Andreas", + "chapter": "Ultramarines", + "specialty": "Deathwatch Apothecary", + "system": "Warhammer 40,000 Roleplay: Deathwatch", + "rank": 1, + "chapter_demeanour": "Honour the Codex", + "personal_demeanour": "Studious", + "past_event": null, + "power_armour_history": null, + "description": null + }, + "characteristics": { + "weapon_skill": 46, + "ballistic_skill": 40, + "strength": 41, + "toughness": 45, + "agility": 43, + "intelligence": 40, + "perception": 41, + "willpower": 42, + "fellowship": 43 + }, + "derived": { + "wounds": { + "total": 19, + "current": null + }, + "fatigue": null, + "fate_points": { + "total": 2, + "current": null + }, + "insanity": { + "current_points": null, + "battle_fatigue": null, + "primarchs_curse": null + }, + "corruption": { + "current": null + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "run": 30, + "unit": "meters" + }, + "renown": null, + "experience": { + "xp_to_spend": null, + "total_xp_spent": null + } + }, + "skills": [ + { + "name": "Awareness", + "characteristic": "Per", + "trained": true, + "source": "sheet" + }, + { + "name": "Common Lore", + "characteristic": "Int", + "specialisations": [ + "Adeptus Astartes", + "Imperium", + "War" + ], + "trained": true, + "source": "sheet" + }, + { + "name": "Dodge", + "characteristic": "Ag", + "trained": true, + "source": "sheet" + }, + { + "name": "Intimidate", + "characteristic": "Str", + "trained": true, + "source": "sheet" + }, + { + "name": "Medicae", + "characteristic": "Int", + "trained": true, + "source": "sheet" + }, + { + "name": "Scholastic Lore", + "characteristic": "Int", + "specialisations": [ + "Codex Astartes" + ], + "trained": true, + "source": "sheet" + } + ], + "gear": [ + { + "name": "Mark VII power armour", + "source": "sheet" + }, + { + "name": "Chainsword", + "source": "sheet" + }, + { + "name": "Bolt pistol", + "source": "sheet" + }, + { + "name": "3 frag grenades", + "source": "sheet" + }, + { + "name": "3 krak grenades", + "source": "sheet" + }, + { + "name": "Combat knife", + "source": "sheet" + } + ], + "talents_and_special_rules": [ + { + "name": "Enhance Healing", + "summary": "When making a successful Medicae test, the Apothecary may restore 1d5 additional Wounds.", + "source": "sheet" + }, + { + "name": "Deathwatch Training", + "summary": "The Space Marine automatically confirms Righteous Fury against aliens.", + "source": "sheet" + } + ], + "chapter_abilities": [ + { + "name": "Favoured Son", + "summary": "The Ultramarines Chapter may re-roll any Fellowship Tests when dealing with either Space Marines or members of the Imperial armed forces.", + "source": "sheet" + }, + { + "name": "Honour the Codex", + "summary": "Ultramarines are thorough, analytical, and attentive to detail, relying on doctrine and battle drills.", + "source": "sheet" + } + ], + "armour": { + "name": "Mark VII Power Armour", + "pattern": "Mark VII", + "armour_points": 8, + "armour_points_by_location": { + "head": 8, + "body": 8, + "left_arm": 8, + "right_arm": 8, + "left_leg": 8, + "right_leg": 8 + }, + "source": "sheet_and_standard_inference" + }, + "inferred_fill_ins": { + "space_marine_baseline_traits": [ + "Astartes physiology package present", + "Power armour user", + "Black Carapace integration assumed", + "Unnatural Strength/Toughness style marine baseline likely applies depending on how you want the digital schema normalized" + ], + "role_summary": "Frontline support specialist focused on battlefield medicine, recovery, and sustained squad effectiveness.", + "combat_role": [ + "support melee", + "field medic", + "stabilizer", + "midline combatant" + ], + "likely_primary_weapon_profile_placeholders": [ + { + "name": "Chainsword", + "status": "not_visible_on_weapon_detail_sheet", + "note": "Only listed in gear, no backside weapon profile provided." + }, + { + "name": "Bolt Pistol", + "status": "not_visible_on_weapon_detail_sheet", + "note": "Only listed in gear, no backside weapon profile provided." + } + ] + }, + "missing_fields_still_missing": [ + { + "field": "character.name", + "reason": "Top identity line is cropped out of the image." + }, + { + "field": "current_wounds", + "reason": "Not filled on visible sheet." + }, + { + "field": "current_fate_points", + "reason": "Not filled on visible sheet." + }, + { + "field": "fatigue", + "reason": "Not filled on visible sheet." + }, + { + "field": "renown", + "reason": "Not visible on this image." + }, + { + "field": "xp_to_spend", + "reason": "Not visible on this image." + }, + { + "field": "total_xp_spent", + "reason": "Not visible on this image." + }, + { + "field": "weapon_profiles", + "reason": "No filled weapon-side sheet provided." + } + ], + "gm_quick_read": { + "chapter": "Ultramarines", + "specialty": "Apothecary", + "best_stats": [ + "Weapon Skill 46", + "Toughness 45", + "Agility 43", + "Fellowship 43" + ], + "key_support_feature": "Enhance Healing", + "playstyle": "Reliable support marine who can stay in the fight and keep others functioning." + }, + "source_confidence": { + "identity": "medium_low", + "core_stats": "high", + "skills": "high", + "gear": "high", + "special_rules": "high", + "weapon_profiles": "low", + "inferred_fill_ins": "medium" + } +} + + diff --git a/data/players/christoffer b/data/players/christoffer new file mode 100644 index 0000000..7742660 --- /dev/null +++ b/data/players/christoffer @@ -0,0 +1,440 @@ +{ + "conversion_type": "homebrew_rebuild_from_existing_sheet", + "system": "Warhammer 40,000 Roleplay: Deathwatch", + "conversion_status": "playable_homebrew", + "source_character": { + "name": "Brother Octavius", + "player_name": "Chris", + "chapter": "Ultramarines", + "original_specialty": "Deathwatch Tactical Marine", + "rank": 1, + "chapter_demeanour": "Favoured Son", + "personal_demeanour": "Pious" + }, + "converted_character": { + "name": "Reclusiarch-Brother Octavius", + "preferred_short_name": "Brother Octavius", + "player_name": "Chris", + "chapter": "Ultramarines", + "specialty": "Deathwatch Chaplain", + "rank": 1, + "status": "homebrew_conversion", + "archetype": "leadership_support_melee_presence", + "chapter_demeanour": "Favoured Son", + "personal_demeanour": "Pious", + "role_summary": "A battlefield spiritual leader focused on morale, command presence, hatred of the xenos, and close-quarters shock leadership." + }, + "identity_and_theme": { + "core_fantasy": "A stern, doctrinally grounded Ultramarines Chaplain who inspires allies, condemns the alien, and leads from the front.", + "battlefield_role": [ + "moral anchor", + "leader", + "anti-fear presence", + "melee support", + "discipline enforcer" + ], + "personality_notes": [ + "Measured and doctrinal rather than wild or ecstatic", + "Pious fits extremely well for a Chaplain conversion", + "Favoured Son also still fits because an Ultramarines Chaplain can embody Codex orthodoxy and Imperial idealism" + ] + }, + "characteristics": { + "weapon_skill": 45, + "ballistic_skill": 45, + "strength": 49, + "toughness": 49, + "agility": 32, + "intelligence": 45, + "perception": 46, + "willpower": 45, + "fellowship": 48 + }, + "derived": { + "wounds": { + "total": 20, + "current": null + }, + "fatigue": null, + "fate_points": { + "total": 4, + "current": null + }, + "insanity": { + "current_points": null, + "battle_fatigue": null, + "primarchs_curse": null + }, + "corruption": { + "current": null + }, + "movement": { + "half": 4, + "full": 8, + "charge": 12, + "run": 24, + "unit": "meters" + } + }, + "skills": [ + { + "name": "Awareness", + "characteristic": "Per", + "trained": true, + "source": "original_sheet" + }, + { + "name": "Charm", + "characteristic": "Fel", + "trained": true, + "source": "original_sheet" + }, + { + "name": "Command", + "characteristic": "Fel", + "trained": true, + "source": "converted_for_chaplain" + }, + { + "name": "Common Lore", + "characteristic": "Int", + "specialisations": [ + "Adeptus Astartes", + "Imperium", + "War" + ], + "trained": true, + "source": "original_sheet" + }, + { + "name": "Dodge", + "characteristic": "Ag", + "trained": true, + "source": "original_sheet" + }, + { + "name": "Intimidate", + "characteristic": "Str", + "trained": true, + "source": "original_sheet" + }, + { + "name": "Scholastic Lore", + "characteristic": "Int", + "specialisations": [ + "Codex Astartes", + "Imperial Creed" + ], + "trained": true, + "source": [ + "original_sheet", + "converted_for_chaplain" + ] + }, + { + "name": "Inquiry", + "characteristic": "Fel", + "trained": true, + "source": "converted_for_chaplain" + } + ], + "skills_priority_for_ai": { + "social_leadership": [ + "Command", + "Charm", + "Intimidate", + "Inquiry" + ], + "awareness_and_control": [ + "Awareness", + "Dodge" + ], + "knowledge": [ + "Common Lore (Adeptus Astartes)", + "Common Lore (Imperium)", + "Common Lore (War)", + "Scholastic Lore (Codex Astartes)", + "Scholastic Lore (Imperial Creed)" + ] + }, + "talents_and_traits": [ + { + "name": "Astartes Weapon Training", + "source": "assumed_space_marine_core" + }, + { + "name": "Bulging Biceps", + "source": "assumed_space_marine_core" + }, + { + "name": "Heightened Senses (Hearing, Sight)", + "source": "assumed_space_marine_core" + }, + { + "name": "Killing Strike", + "source": "assumed_space_marine_core" + }, + { + "name": "Nerves of Steel", + "source": "assumed_space_marine_core" + }, + { + "name": "Quick Draw", + "source": "assumed_space_marine_core" + }, + { + "name": "Resistance (Psychic Powers)", + "source": "assumed_space_marine_core" + }, + { + "name": "True Grit", + "source": "assumed_space_marine_core" + }, + { + "name": "Unarmed Master", + "source": "assumed_space_marine_core" + }, + { + "name": "Unnatural Strength (x2)", + "source": "assumed_space_marine_core" + }, + { + "name": "Unnatural Toughness (x2)", + "source": "assumed_space_marine_core" + }, + { + "name": "Deathwatch Training", + "source": "original_sheet" + }, + { + "name": "Air of Authority", + "source": "converted_for_chaplain", + "note": "Chosen to reflect command presence and spiritual authority." + }, + { + "name": "Iron Discipline", + "source": "converted_for_chaplain", + "note": "Chosen to reflect morale and battlefield steadiness." + }, + { + "name": "Hatred (Xenos)", + "source": "converted_for_chaplain", + "note": "Very fitting for Deathwatch identity and Chaplain rhetoric." + } + ], + "removed_or_replaced_from_original": [ + { + "name": "Bolter Mastery", + "reason": "Too Tactical-Marine-specific for a true Chaplain rebuild." + } + ], + "chapter_abilities": [ + { + "name": "Favoured Son", + "summary": "May re-roll Fellowship Tests when dealing with Space Marines or members of the Imperial armed forces.", + "source": "original_sheet" + }, + { + "name": "Honour the Codex", + "summary": "An Ultramarines Chaplain expresses doctrine, discipline, and battlefield order through liturgy, ritual, and example.", + "source": "adapted_from_original_flavour" + } + ], + "chaplain_features": [ + { + "name": "Litanies of Hate", + "type": "homebrew_chaplain_rule", + "summary": "As a Half Action, the Chaplain may invoke a litany. Until the start of his next turn, allies in support range who can hear him gain a morale bonus to resist Fear, Pinning, and intimidation-based effects.", + "ai_use": "Use before charges, during morale checks, or when xenos terror effects are expected." + }, + { + "name": "Voice of the Reclusiam", + "type": "homebrew_chaplain_rule", + "summary": "When issuing Command or Intimidate in a combat context, the Chaplain gains a situational bonus if his authority, office, or religious rhetoric is relevant.", + "ai_use": "Apply during rally attempts, battlefield orders, prisoner intimidation, and morale restoration." + }, + { + "name": "Hatred of the Alien", + "type": "homebrew_chaplain_rule", + "summary": "Against xenos, the Chaplain is exceptionally forceful in rhetoric and combat presence; GMs may grant situational bonuses in scenes involving denunciation, resolve, or purging zeal.", + "ai_use": "Best used in Deathwatch-typical anti-xenos scenes." + } + ], + "armour": { + "name": "Mark VII Power Armour", + "pattern": "Mark VII", + "armour_points": { + "head": 8, + "body": 8, + "left_arm": 8, + "right_arm": 8, + "left_leg": 8, + "right_leg": 8 + }, + "power_armour_abilities": [ + "Servo-Augmented Musculature: +20 Strength", + "Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; called shots are Half Actions; +10 to sight and hearing Awareness Tests", + "Built-in Vox Link", + "Built-in Magboots", + "Nutrient Recycling", + "Recoil Suppression: may fire Basic weapons one-handed without penalty", + "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "Poor Manual Dexterity: -10 penalty to delicate manual tasks unless using equipment designed for Space Marines", + "Osmotic Gill Life Sustainer: with helmet on, the armour is environmentally sealed" + ], + "armour_additions": [ + "Skull helm or Chaplain-styled helm (narrative cosmetic conversion)", + "Rosarius mount or sanctified warding field emitter (homebrew narrative equipment)" + ] + }, + "gear": [ + { + "name": "Mark VII power armour", + "source": "original_sheet" + }, + { + "name": "Crozius Arcanum", + "source": "converted_for_chaplain", + "role": "primary_melee_weapon" + }, + { + "name": "Rosarius", + "source": "converted_for_chaplain", + "role": "chaplain_iconic_wargear" + }, + { + "name": "Bolt pistol", + "source": "original_sheet" + }, + { + "name": "3 frag grenades", + "source": "original_sheet" + }, + { + "name": "3 krak grenades", + "source": "original_sheet" + }, + { + "name": "Combat knife", + "source": "original_sheet" + }, + { + "name": "Reclusiam seals, reliquary tokens, and liturgical parchments", + "source": "converted_for_chaplain", + "role": "narrative_identity" + } + ], + "weapons": [ + { + "name": "Crozius Arcanum", + "class": "Melee", + "role": "primary", + "profile_status": "homebrew_placeholder", + "notes": [ + "Treat as the Chaplain’s signature power maul/holy weapon equivalent.", + "Exact official profile not asserted here because this conversion is being built from the existing sheet rather than quoted from a verified source." + ], + "ai_behavior": "Preferred when leading charges, dueling priority melee threats, or making ideological statements through combat." + }, + { + "name": "Bolt Pistol", + "class": "Pistol", + "role": "secondary", + "profile_status": "standard_assumed", + "notes": [ + "Retained from original gear loadout." + ], + "ai_behavior": "Use at close range or when transitioning into melee." + }, + { + "name": "Combat Knife", + "class": "Melee", + "role": "backup", + "profile_status": "standard_assumed" + }, + { + "name": "Frag Grenades", + "class": "Thrown", + "count": 3, + "role": "crowd_control" + }, + { + "name": "Krak Grenades", + "class": "Thrown", + "count": 3, + "role": "anti_armour_or_elite_target" + } + ], + "combat_doctrine": { + "preferred_range": "close_to_mid", + "preferred_style": [ + "lead from front", + "stabilize morale", + "threaten enemies verbally", + "close into decisive melee when appropriate" + ], + "opening_actions": [ + "Assess morale threat", + "Issue litany or command effect", + "Position centrally where allies can hear and see him", + "Advance behind or beside assault elements rather than acting as a backline shooter" + ], + "avoid_patterns": [ + "Do not play him like a pure Tactical Marine bolter platform", + "Do not waste his role standing too far from the squad", + "Do not reduce him to only flavour text; his mechanical identity should affect scene control and morale" + ] + }, + "social_and_roleplay_ai_guidance": { + "speech_style": [ + "formal", + "stern", + "doctrinal", + "judgmental but not theatrical unless needed" + ], + "keywords": [ + "duty", + "faith", + "oath", + "purity", + "honour", + "the Emperor", + "the Codex", + "xenos corruption" + ], + "leadership_style": "He does not inspire through warmth alone, but through certainty, authority, ritual, and the weight of sacred office." + }, + "gm_use_summary": { + "fast_read": "Ultramarines Chaplain conversion of Brother Octavius. Strong social authority, morale support, anti-xenos zeal, and melee-led leadership presence.", + "best_scene_types": [ + "rallying allies", + "terror resistance scenes", + "interrogations", + "battle sermons", + "boarding actions", + "purge-and-cleanse missions" + ], + "less_suited_scene_types": [ + "stealth specialist work", + "heavy weapons dominance", + "technical hacking or machine interface tasks" + ] + }, + "conversion_notes": [ + "This build is intentionally honest about being a homebrew conversion from a Tactical Marine rather than pretending to be a direct official Chaplain sheet.", + "Core characteristics were preserved to maintain continuity of character identity.", + "Bolter Mastery was removed because it anchors the character too hard to Tactical Marine behavior.", + "Command presence, morale control, anti-xenos hatred, and symbolic gear were added because otherwise this would only be a cosmetic rename.", + "The conversion favors role integrity over strict preservation of the original combat niche." + ], + "confidence": { + "identity": "high", + "core_stats": "high", + "chaplain_theme_fit": "high", + "official_rules_exactness": "medium_low", + "playable_homebrew_quality": "high" + } +} + + + diff --git a/data/players/claes b/data/players/claes new file mode 100644 index 0000000..c0b30a3 --- /dev/null +++ b/data/players/claes @@ -0,0 +1,307 @@ +{ + "character": { + "name": "Brother Elyas", + "player_name": "Claes", + "chapter": "Dark Angels", + "specialty": "Deathwatch Assault Marine", + "system": "Warhammer 40,000 Roleplay: Deathwatch", + "rank": 1, + "chapter_demeanour": "Son of the Lion", + "personal_demeanour": "Hot-Blooded", + "past_event": null, + "power_armour_history": null, + "description": null + }, + "characteristics": { + "weapon_skill": 44, + "ballistic_skill": 46, + "strength": 47, + "toughness": 44, + "agility": 48, + "intelligence": 30, + "perception": 41, + "willpower": 41, + "fellowship": 37 + }, + "derived": { + "wounds": { + "total": 21, + "current": null + }, + "fatigue": null, + "fate_points": { + "total": 3, + "current": null + }, + "insanity": { + "current_points": null, + "battle_fatigue": null, + "primarchs_curse": null + }, + "corruption": { + "current": null + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "run": 30, + "jump_pack_half": 12, + "jump_pack_full": 24, + "jump_pack_charge": 36, + "jump_pack_run": 72, + "unit": "meters" + }, + "renown": { + "current": null + }, + "experience": { + "xp_to_spend": null, + "total_xp_spent": 500, + "uncertain": true, + "uncertainty_notes": [ + "The handwritten 500 appears near the experience area, likely Total XP Spent, but the placement is not fully crisp." + ] + } + }, + "skills": [ + { + "name": "Awareness", + "characteristic": "Per", + "level": "basic" + }, + { + "name": "Common Lore", + "characteristic": "Int", + "specialisations": [ + "Adeptus Astartes", + "Deathwatch", + "Imperium" + ], + "level": "trained" + }, + { + "name": "Dodge", + "characteristic": "Ag", + "level": "trained" + }, + { + "name": "Intimidate", + "characteristic": "Str", + "level": "trained" + }, + { + "name": "Psyniscience", + "characteristic": "Per", + "level": "trained" + }, + { + "name": "Scholastic Lore", + "characteristic": "Int", + "specialisations": [ + "Codex Astartes" + ], + "level": "basic" + }, + { + "name": "Shadowing", + "characteristic": "Ag", + "level": "trained" + }, + { + "name": "Speak Language", + "characteristic": "Int", + "specialisations": [ + "High Gothic", + "Low Gothic" + ], + "level": "basic" + }, + { + "name": "Survival", + "characteristic": "Int", + "level": "basic" + }, + { + "name": "Tracking", + "characteristic": "Int", + "level": "basic" + } + ], + "skills_uncertain_or_partial": [ + { + "name": "Acrobatics", + "note": "Appears to have a mark in the Basic column, but image angle and shading make it less reliable than the core marked skills." + }, + { + "name": "Climb", + "note": "Looks marked at Basic, but kept out of the core list due to image ambiguity." + }, + { + "name": "Concealment", + "note": "Looks marked at Basic, but confidence is lower." + }, + { + "name": "Disguise", + "note": "There may be a mark present; not promoted to confirmed." + }, + { + "name": "Lip Reading", + "note": "Possible mark in Basic; not fully certain." + }, + { + "name": "Navigation (Surface)", + "note": "Possible mark in Basic; not fully certain." + }, + { + "name": "Tech-Use", + "note": "Possible Basic mark; not fully certain." + } + ], + "talents_and_traits": [ + "Ambidextrous", + "Astartes Weapon Training", + "Bulging Biceps", + "Heightened Senses (Hearing, Sight)", + "Killing Strike", + "Nerves of Steel", + "Quick Draw", + "Resistance (Psychic Powers)", + "True Grit", + "Unarmed Master", + "Unnatural Strength (x2)", + "Unnatural Toughness (x2)", + "Wings of Angels", + "Deathwatch Training" + ], + "chapter_abilities": [ + { + "name": "Stoic Defence", + "summary": "Once per combat, a Dark Angels Battle-Brother may enact Stoic Defence, gaining 6 Temporary Wounds and reducing maximum Movement Rate to half Agility Bonus, rounded up. These bonus Wounds are lost first and are also lost if the Battle-Brother leaves his chosen location." + }, + { + "name": "Son of the Lion", + "summary": "Dark Angels are secretive, distrustful of outsiders, and drilled from early on to guard the Chapter’s hidden truths." + } + ], + "special_rules": [ + { + "name": "Wings of Angels", + "summary": "When making a Charge whilst using his Jump Pack, the Assault Marine adds an additional 1d5 Damage to any melee attacks." + }, + { + "name": "Deathwatch Training", + "summary": "The Space Marine automatically confirms Righteous Fury against aliens." + } + ], + "armour": { + "name": "Mark VII Power Armour", + "pattern": "Mark VII", + "armour_points": { + "head": 8, + "body": 8, + "left_arm": 8, + "right_arm": 8, + "left_leg": 8, + "right_leg": 8 + }, + "power_armour_abilities": [ + "Servo-Augmented Musculature: +20 Strength", + "Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; called shots are Half Actions; +10 to sight and hearing Awareness Tests", + "Built-in Vox Link", + "Built-in Magboots", + "Nutrient Recycling", + "Recoil Suppression: may fire Basic weapons one-handed without penalty", + "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "Poor Manual Dexterity: delicate tasks suffer a -10 penalty unless using equipment designed for Space Marines", + "Osmotic Gill Life Sustainer: with helmet on, armour is environmentally sealed" + ], + "armour_additions": [] + }, + "gear": [ + "Mark VII power armour", + "Power fist", + "Jump pack", + "Bolt pistol", + "3 frag grenades", + "3 krak grenades", + "Combat knife" + ], + "weapons": [ + { + "name": "Power Fist", + "class": "Melee", + "damage": "2d10+12", + "damage_type": null, + "penetration": 9, + "range": null, + "rof": null, + "clip": null, + "reload": null, + "special_rules": [ + "Power Field" + ], + "uncertain": true, + "uncertainty_notes": [ + "Damage and penetration are readable, but damage type is not clearly written." + ] + }, + { + "name": "Bolt Pistol", + "class": "Pistol", + "damage": "2d10+5", + "damage_type": "X", + "penetration": 5, + "range": "30m", + "rof": "S/3/-", + "clip": 14, + "reload": "Full", + "special_rules": [ + "Tearing" + ], + "uncertain": false + }, + { + "name": "Frag Grenades", + "count": 3, + "profile_status": "gear_only", + "uncertain": true + }, + { + "name": "Krak Grenades", + "count": 3, + "profile_status": "gear_only", + "uncertain": true + }, + { + "name": "Combat Knife", + "profile_status": "gear_only", + "uncertain": true + } + ], + "gm_quick_read": { + "role": "Fast melee assault specialist", + "best_features": [ + "High Agility", + "Jump Pack mobility", + "Power Fist burst damage", + "Charge bonus from Wings of Angels" + ], + "playstyle": "Aggressive assault marine who wants to close quickly, hit hard on the charge, and dominate short decisive engagements." + }, + "notes": [ + "This sheet is fairly complete across front, skills page, and partial weapon page.", + "The weapon page only has Power Fist and Bolt Pistol filled in; other listed gear items do not have full profiles written out.", + "Some skill-box markings are ambiguous because of angle and page shadowing, so only the clearest were promoted to confirmed entries." + ], + "source_confidence": { + "identity_and_core_stats": "high", + "skills": "medium_high", + "talents_traits": "high", + "wargear_list": "high", + "weapon_profiles": "medium", + "handwritten_modifiers": "medium" + } +} + + diff --git a/data/players/phillip b/data/players/phillip new file mode 100644 index 0000000..de4853c --- /dev/null +++ b/data/players/phillip @@ -0,0 +1,270 @@ +{ + "character": { + "name": "Brother Skold", + "player_name": "Philip", + "chapter": "Space Wolves", + "specialty": "Tactical Marine", + "system": "Warhammer 40,000 Roleplay: Deathwatch", + "rank": 1, + "chapter_demeanour": "Fury of the Wolf", + "personal_demeanour": "Gregarious", + "past_event": null, + "power_armour_history": null, + "description": null + }, + "characteristics": { + "weapon_skill": 42, + "ballistic_skill": 45, + "strength": 41, + "toughness": 42, + "agility": 37, + "intelligence": 41, + "perception": 53, + "willpower": 38, + "fellowship": 53 + }, + "derived": { + "wounds": { + "total": 20, + "current": null + }, + "fatigue": null, + "fate_points": { + "total": 4, + "current": null + }, + "insanity": { + "current_points": null, + "battle_fatigue": null, + "primarchs_curse": null + }, + "corruption": { + "current": null + }, + "movement": { + "half": 4, + "full": 8, + "charge": 12, + "run": 24, + "unit": "meters" + }, + "renown": { + "current": 2 + }, + "experience": { + "xp_to_spend": 500, + "total_xp_spent": null + } + }, + "skills": [ + { + "name": "Awareness", + "characteristic": "Per", + "trained": true + }, + { + "name": "Charm", + "characteristic": "Fel", + "trained": true + }, + { + "name": "Common Lore", + "characteristic": "Int", + "specialisations": [ + "Adeptus Astartes", + "Imperium", + "War" + ], + "trained": true + }, + { + "name": "Dodge", + "characteristic": "Ag", + "trained": true + }, + { + "name": "Intimidate", + "characteristic": "Str", + "trained": true + }, + { + "name": "Search", + "characteristic": "Per", + "trained": true + } + ], + "talents_and_traits": [ + "Ambidextrous", + "Astartes Weapon Training", + "Bulging Biceps", + "Heightened Senses (Hearing, Sight)", + "Killing Strike", + "Nerves of Steel", + "Quick Draw", + "Resistance (Psychic Powers)", + "True Grit", + "Unarmed Master", + "Unnatural Strength (x2)", + "Unnatural Toughness (x2)", + "Bolter Mastery", + "Deathwatch Training" + ], + "chapter_abilities": [ + { + "name": "Wolf Senses", + "summary": "May re-roll any failed Perception-based Tests and counts as being able to see normally in total darkness. These bonuses do not apply if wearing a helmet for a sealed set of armour." + }, + { + "name": "Fury of the Wolf", + "summary": "Space Wolves are fierce, aggressive warriors with strong loyalty and a sense of duty and honour." + } + ], + "space_marine_abilities": [ + "Secondary Heart/Ossmodula/Biscopea", + "Haemastamen", + "Larraman’s Organ", + "Catalepsean Node", + "Preomnor", + "Omophagea", + "Multi-Lung", + "Occulobe", + "Lyman’s Ear", + "Sus-an Membrane", + "Oolitic Kidney", + "Neuroglottis", + "Mucranoid", + "Betcher’s Gland", + "Progenoids", + "Black Carapace" + ], + "armour": { + "name": "Mark VII Power Armour", + "pattern": "Mark VII", + "armour_points": { + "head": 8, + "body": 8, + "left_arm": 8, + "right_arm": 8, + "left_leg": 8, + "right_leg": 8 + }, + "power_armour_abilities": [ + "Servo-Augmented Musculature: +20 Strength", + "Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; called shots are Half Actions; +10 to sight and hearing Awareness Tests", + "Built-in Vox Link", + "Built-in Magboots", + "Nutrient Recycling", + "Recoil Suppression: may fire Basic weapons one-handed without penalty", + "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "Poor Manual Dexterity: -10 penalty to delicate manual tasks unless using equipment designed for Space Marines", + "Osmotic Gill Life Sustainer: with helmet on, the armour is environmentally sealed" + ], + "armour_additions": [] + }, + "gear": [ + "Mark VII power armour", + "Bolter with Kraken rounds", + "Bolt pistol", + "3 frag grenades", + "3 krak grenades", + "Combat knife" + ], + "weapons": [ + { + "name": "Combat Knife", + "class": "Melee", + "damage": "1d10+2", + "damage_type": "Rending", + "penetration": 2, + "range": null, + "rof": null, + "clip": null, + "reload": null, + "special_rules": [], + "uncertain": false + }, + { + "name": "Boltergun", + "pattern": "Possibly Godwyn-pattern", + "class": "Basic", + "damage": "2d10+5+2", + "damage_type": "X", + "penetration": "5 (8 with Kraken rounds?)", + "range": "100", + "rof": "S/4/-", + "clip": 28, + "reload": "Full", + "special_rules": [ + "Tearing" + ], + "uncertain": true, + "uncertainty_notes": [ + "Pattern text is hard to read", + "Penetration appears to reference Kraken rounds in parentheses", + "Damage line includes handwritten +2, likely from Bolter Mastery" + ] + }, + { + "name": "Bolt Pistol", + "class": "Pistol", + "damage": "2d10+5", + "damage_type": "X", + "penetration": "5 (8 with Kraken rounds?)", + "range": "30", + "rof": "S/3/-", + "clip": 14, + "reload": "Full", + "special_rules": [ + "Tearing" + ], + "uncertain": true, + "uncertainty_notes": [ + "A few handwritten numbers are faint" + ] + }, + { + "name": "Grenades", + "variants": [ + { + "name": "Frag Grenade", + "class": "Thrown", + "damage": "2d10+4", + "damage_type": "X", + "penetration": 0, + "range": "SB x 3", + "special_rules": [ + "Blast" + ], + "uncertain": true + }, + { + "name": "Krak Grenade", + "class": "Thrown", + "damage": "3d10+4", + "damage_type": "X", + "penetration": 6, + "range": "SB x 3", + "special_rules": [ + "Concussive/knock-out text unclear" + ], + "uncertain": true + } + ] + } + ], + "notes": [ + "Starter sheet and full sheet agree on the core statline and base role.", + "Weapon details are partly handwritten and should be verified against the original weapon profiles if this is going into a rules engine.", + "The sheet appears to be a pregen or lightly customized Rank 1 Deathwatch Tactical Marine." + ], + "source_confidence": { + "identity_and_core_stats": "high", + "skills": "high", + "talents_traits": "high", + "wargear_list": "high", + "weapon_profiles": "medium", + "handwritten_modifiers": "medium_to_low" + } +} + + diff --git a/database/backend.log b/database/backend.log index d485b97..5cdc37b 100644 --- a/database/backend.log +++ b/database/backend.log @@ -12956,3 +12956,168 @@ Connected to MongoDB [2026-06-23T13:17:14.755Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} [2026-06-23T13:17:14.768Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} [2026-06-23T13:33:33.058Z] MariaDB: Tables created successfully +[2026-06-23T21:19:35.818Z] SESSION: Session validation successful gm +[2026-06-23T21:19:35.872Z] API: Fetch player gm success +[2026-06-23T21:19:45.935Z] MariaDB: Updated mission progress 9 +[2026-06-23T21:19:52.803Z] MariaDB: Updated mission progress 9 +[2026-06-23T21:23:05.809Z] Session deleted: session_gm_1782248674070_qhcsas +[2026-06-23T21:23:05.811Z] SESSION: Logout session_gm_1782248674070_qhcsas +[2026-06-23T21:23:09.669Z] Session created: session_anders_1782249789618_j7t7ao +[2026-06-23T21:23:09.671Z] API: Player login anders success +[2026-06-23T21:23:09.694Z] API: Fetch player anders success +[2026-06-23T21:23:09.699Z] SESSION: Session validation successful anders +[2026-06-23T21:23:09.718Z] API: Fetch player anders success +[2026-06-23T21:31:19.816Z] SESSION: Session validation successful anders +[2026-06-23T21:31:19.842Z] API: Fetch player anders success +[2026-06-23T21:42:44.161Z] SESSION: Session validation successful anders +[2026-06-23T21:42:44.190Z] API: Fetch player anders success +[2026-06-23T21:43:01.779Z] MariaDB: Updated mission progress 9 +[2026-06-23T21:43:02.800Z] MariaDB: Updated mission progress 9 +[2026-06-23T21:43:26.760Z] MariaDB: Updated mission progress 9 +[2026-06-23T21:43:28.139Z] MariaDB: Updated mission progress 9 +[2026-06-23T21:51:15.547Z] MariaDB: Error creating tables {"code":"ER_ACCESS_DENIED_ERROR","errno":1045,"sqlState":"28000","sqlMessage":"Access denied for user 'deathwatch'@'unifi' (using password: YES)"} +[2026-06-23T21:51:24.282Z] API: Fetch all players (public) 5 +[2026-06-23T21:51:29.207Z] API: Fetch player anders success +[2026-06-23T21:51:34.975Z] API: Fetch player anders success +[2026-06-23T21:51:35.043Z] API: Fetch player christoffer success +[2026-06-23T21:51:35.092Z] API: Fetch player claes success +[2026-06-23T21:51:35.143Z] API: Fetch player phillip success +[2026-06-23T22:13:55.577Z] API: Fetch all players (public) 5 +[2026-06-23T22:28:05.676Z] API: Fetch all players (public) 5 +[2026-06-23T22:28:05.682Z] SESSION: Session validation successful anders +[2026-06-23T22:28:05.707Z] API: Fetch player anders success +[2026-06-23T22:28:24.067Z] API: Fetch all players (public) 5 +[2026-06-23T22:28:24.073Z] SESSION: Session validation successful anders +[2026-06-23T22:28:24.096Z] API: Fetch player anders success +[2026-06-23T22:28:26.641Z] Session deleted: session_anders_1782249789618_j7t7ao +[2026-06-23T22:28:26.643Z] SESSION: Logout session_anders_1782249789618_j7t7ao +[2026-06-23T22:28:50.408Z] Session created: session_gm_1782253730353_zuylf6 +[2026-06-23T22:28:50.410Z] API: Player login gm success +[2026-06-23T22:28:50.438Z] API: Fetch player gm success +[2026-06-23T22:28:50.445Z] SESSION: Session validation successful gm +[2026-06-23T22:28:50.472Z] API: Fetch player gm success +[2026-06-23T22:29:21.031Z] MariaDB: Updated mission progress 9 +[2026-06-23T22:29:29.169Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} +[2026-06-23T22:29:29.171Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} +[2026-06-23T22:30:35.715Z] API: Fetch all players (public) 5 +[2026-06-23T22:30:40.608Z] API: Fetch player anders success +[2026-06-23T22:30:48.559Z] API: Fetch all players (public) 5 +[2026-06-23T22:30:52.186Z] API: Fetch player anders success +[2026-06-23T22:31:04.535Z] API: Fetch player anders success +[2026-06-23T22:31:04.599Z] API: Fetch player christoffer success +[2026-06-23T22:31:04.689Z] API: Fetch player claes success +[2026-06-23T22:31:04.754Z] API: Fetch player phillip success +[2026-06-23T22:37:40.170Z] MariaDB: Tables created successfully +[2026-06-23T22:37:44.798Z] API: Fetch player anders success +[2026-06-23T22:37:50.139Z] API: Fetch player christoffer success +[2026-06-23T22:40:12.754Z] API: Fetch all players (public) 5 +[2026-06-23T22:40:17.142Z] API: Fetch player anders success +[2026-06-23T22:42:05.342Z] API: Fetch player anders success +[2026-06-23T22:42:05.417Z] API: Fetch player christoffer success +[2026-06-23T22:42:05.507Z] API: Fetch player claes success +[2026-06-23T22:42:05.587Z] API: Fetch player phillip success +[2026-06-23T22:51:32.054Z] API: Fetch player anders success +[2026-06-23T22:51:41.076Z] API: Fetch player anders success +[2026-06-23T22:51:41.132Z] API: Fetch player christoffer success +[2026-06-23T22:51:41.186Z] API: Fetch player claes success +[2026-06-23T22:51:41.247Z] API: Fetch player phillip success +[2026-06-24T08:13:37.788Z] MariaDB: Error creating tables {"code":"ER_ACCESS_DENIED_ERROR","errno":1045,"sqlState":"28000","sqlMessage":"Access denied for user 'deathwatch'@'unifi' (using password: YES)"} +[2026-06-24T08:22:57.268Z] API: Fetch all players (public) 5 +[2026-06-24T08:23:16.201Z] MariaDB: Updated mission progress 9 +[2026-06-24T08:23:16.425Z] MariaDB: Updated mission progress 9 +[2026-06-24T08:25:06.391Z] MariaDB: Tables created successfully +[2026-06-24T08:25:34.126Z] MariaDB: Tables created successfully +[2026-06-24T08:26:39.167Z] MariaDB: Tables created successfully +[2026-06-24T08:27:43.791Z] MariaDB: Tables created successfully +[2026-06-24T08:30:55.243Z] MariaDB: Tables created successfully +[2026-06-24T08:31:05.243Z] Simulation #1 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:31:12.631Z] Simulation #2 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:31:12.901Z] Simulation #3 completed: The Hunt for Fabius Bile — PARTIAL_FAILURE +[2026-06-24T08:31:49.070Z] API: Fetch all players (public) 5 +[2026-06-24T08:31:49.074Z] SESSION: Session validation successful gm +[2026-06-24T08:31:49.208Z] API: Fetch player gm success +[2026-06-24T08:31:50.273Z] API: Fetch all players (public) 5 +[2026-06-24T08:32:40.599Z] API: Fetch all players (public) 5 +[2026-06-24T08:33:05.674Z] API: Fetch player anders success +[2026-06-24T08:33:25.244Z] API: Fetch all players (public) 5 +[2026-06-24T08:33:27.960Z] MariaDB: Created player andreas +[2026-06-24T08:33:27.961Z] API: Created player andreas success +[2026-06-24T08:33:32.571Z] API: Fetch all players (public) 6 +[2026-06-24T08:33:56.731Z] API: Fetch player andreas success +[2026-06-24T08:34:05.777Z] MariaDB: Updated player andreas +[2026-06-24T08:34:05.779Z] API: Updated player andreas success +[2026-06-24T08:34:12.700Z] API: Fetch player andreas success +[2026-06-24T08:35:01.308Z] API: Fetch all players (public) 6 +[2026-06-24T08:35:10.183Z] Simulation #4 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:35:10.211Z] API: Fetch all players (public) 6 +[2026-06-24T08:35:21.222Z] Simulation #5 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:35:21.254Z] API: Fetch all players (public) 6 +[2026-06-24T08:38:11.460Z] MariaDB: Updated player andreas +[2026-06-24T08:38:11.464Z] API: Updated player andreas success +[2026-06-24T08:38:20.757Z] API: Fetch player andreas success +[2026-06-24T08:47:21.904Z] MariaDB: Updated player anders +[2026-06-24T08:47:21.910Z] API: Updated player anders success +[2026-06-24T08:47:35.419Z] MariaDB: Updated player andreas +[2026-06-24T08:47:35.421Z] API: Updated player andreas success +[2026-06-24T08:47:53.448Z] MariaDB: Updated player christoffer +[2026-06-24T08:47:53.450Z] API: Updated player christoffer success +[2026-06-24T08:48:09.440Z] MariaDB: Updated player claes +[2026-06-24T08:48:09.442Z] API: Updated player claes success +[2026-06-24T08:48:29.596Z] MariaDB: Updated player phillip +[2026-06-24T08:48:29.598Z] API: Updated player phillip success +[2026-06-24T08:48:36.934Z] API: Fetch player anders success +[2026-06-24T08:48:36.980Z] API: Fetch player andreas success +[2026-06-24T08:48:37.026Z] API: Fetch player christoffer success +[2026-06-24T08:48:37.083Z] API: Fetch player claes success +[2026-06-24T08:48:37.144Z] API: Fetch player phillip success +[2026-06-24T08:50:32.259Z] MariaDB: Updated player andreas +[2026-06-24T08:50:32.263Z] API: Updated player andreas success +[2026-06-24T08:50:41.668Z] API: Fetch player andreas success +[2026-06-24T08:51:03.555Z] MariaDB: Updated player andreas +[2026-06-24T08:51:03.556Z] API: Updated player andreas success +[2026-06-24T08:51:09.123Z] API: Fetch player andreas success +[2026-06-24T08:52:00.746Z] Simulation #6 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:52:10.863Z] Simulation #7 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:55:01.129Z] API: Fetch all players (public) 6 +[2026-06-24T08:55:01.154Z] SESSION: Session validation successful gm +[2026-06-24T08:55:01.179Z] API: Fetch player gm success +[2026-06-24T08:56:18.671Z] API: Fetch all players (public) 6 +[2026-06-24T08:56:22.973Z] Simulation #8 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:56:23.004Z] API: Fetch all players (public) 6 +[2026-06-24T08:56:45.435Z] Simulation #9 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:56:45.467Z] API: Fetch all players (public) 6 +[2026-06-24T08:56:52.641Z] Simulation #10 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T08:56:52.675Z] API: Fetch all players (public) 6 +[2026-06-24T09:00:12.185Z] API: Fetch all players (public) 6 +[2026-06-24T09:00:22.010Z] MariaDB: Updated mission progress 9 +[2026-06-24T09:02:33.620Z] MariaDB: Tables created successfully +[2026-06-24T09:03:16.974Z] Simulation #11 completed: The Hunt for Fabius Bile — PARTIAL_FAILURE +[2026-06-24T09:03:53.171Z] MariaDB: Tables created successfully +[2026-06-24T09:03:59.717Z] Simulation #12 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T09:04:00.015Z] Simulation #13 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T09:04:00.514Z] Simulation #14 completed: The Hunt for Fabius Bile — PARTIAL_FAILURE +[2026-06-24T09:04:00.826Z] Simulation #15 completed: The Hunt for Fabius Bile — PARTIAL_FAILURE +[2026-06-24T09:04:01.082Z] Simulation #16 completed: The Hunt for Fabius Bile — PARTIAL_FAILURE +[2026-06-24T09:04:33.097Z] API: Fetch all players (public) 6 +[2026-06-24T09:04:33.132Z] SESSION: Session validation successful gm +[2026-06-24T09:04:33.159Z] API: Fetch player gm success +[2026-06-24T09:04:34.550Z] API: Fetch all players (public) 6 +[2026-06-24T09:04:43.038Z] Simulation #17 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T09:04:43.072Z] API: Fetch all players (public) 6 +[2026-06-24T09:04:48.507Z] Simulation #18 completed: The Hunt for Fabius Bile — VICTORY +[2026-06-24T09:04:48.538Z] API: Fetch all players (public) 6 +[2026-06-24T09:09:43.564Z] API: Fetch all players (public) 6 +[2026-06-24T09:09:51.120Z] SESSION: Session validation successful gm +[2026-06-24T09:09:51.130Z] API: Fetch all players (public) 6 +[2026-06-24T09:09:51.144Z] API: Fetch player gm success +[2026-06-24T09:09:51.795Z] API: Fetch all players (public) 6 +[2026-06-24T09:09:51.798Z] SESSION: Session validation successful gm +[2026-06-24T09:09:51.821Z] API: Fetch player gm success +[2026-06-24T09:09:51.976Z] API: Fetch all players (public) 6 +[2026-06-24T09:09:51.987Z] SESSION: Session validation successful gm +[2026-06-24T09:09:52.010Z] API: Fetch player gm success +[2026-06-24T09:16:50.410Z] API: Fetch all players (public) 6 +[2026-06-24T09:16:50.423Z] SESSION: Session validation successful gm +[2026-06-24T09:16:50.443Z] API: Fetch player gm success +[2026-06-24T09:17:13.311Z] MariaDB: Updated mission progress 9 +[2026-06-24T10:07:25.442Z] API: Fetch all players (public) 6 diff --git a/database/routes/rulesRoutes.js b/database/routes/rulesRoutes.js index 995f9e6..6b37231 100644 --- a/database/routes/rulesRoutes.js +++ b/database/routes/rulesRoutes.js @@ -6,6 +6,19 @@ const router = express.Router(); console.log('Rules routes registered (MariaDB)'); +const rulesJsonPath = path.join(__dirname, '..', 'rules', 'rules-database.json'); + +function parseMaybeJson(value, fallback = []) { + if (Array.isArray(value)) return value; + if (!value) return fallback; + try { + const parsed = JSON.parse(value); + return Array.isArray(parsed) ? parsed : fallback; + } catch (e) { + return fallback; + } +} + // Helpers to clean up OCR/extracted text function cleanText(s) { if (!s) return s; @@ -32,45 +45,75 @@ function cleanTitle(t) { return s; } -// Fetch all rules from MariaDB +function normalizeRule(r) { + const ruleId = r.rule_id || r.ruleId || r.id; + return { + id: ruleId || r.id, + numericId: Number.isInteger(r.id) ? r.id : undefined, + rule_id: ruleId, + title: cleanTitle(r.title), + summary: cleanText(r.summary || ''), + content: cleanText(r.content), + page: r.page, + pageEnd: r.page_end || r.pageEnd || r.page, + source: r.source, + sourceAbbr: r.source_abbr || r.sourceAbbr, + category: r.category, + tags: parseMaybeJson(r.tags), + aliases: parseMaybeJson(r.aliases), + relatedRules: parseMaybeJson(r.related_rules || r.relatedRules), + sourceMethod: r.source_method || r.sourceMethod || 'unknown', + confidence: r.confidence == null ? null : Number(r.confidence), + midgamePriority: r.midgame_priority || r.midgamePriority || 0 + }; +} + +function getRulesFromJson() { + try { + if (!fs.existsSync(rulesJsonPath)) return []; + const data = JSON.parse(fs.readFileSync(rulesJsonPath, 'utf8')); + return (data.rules || []).map(normalizeRule); + } catch (e) { + console.error('Failed to read rules JSON fallback:', e); + logToFile('Error reading rules JSON fallback:', e); + return []; + } +} + +function mergeRules(dbRules, jsonRules) { + const byId = new Map(); + for (const rule of dbRules || []) { + byId.set(String(rule.rule_id || rule.id), rule); + } + for (const rule of jsonRules || []) { + byId.set(String(rule.rule_id || rule.id), rule); + } + return Array.from(byId.values()); +} + +// Fetch all rules from MariaDB and merge in the generated JSON midgame database. async function getAllRules() { try { const rows = await rulesHelpers.getAll(); - return rows.map(r => ({ - id: r.id, - rule_id: r.rule_id, - title: cleanTitle(r.title), - content: cleanText(r.content), - page: r.page, - source: r.source, - sourceAbbr: r.source_abbr, - category: r.category - })); + return mergeRules(rows && rows.length ? rows.map(normalizeRule) : [], getRulesFromJson()); } catch (e) { console.error('Failed to read rules from MariaDB:', e); logToFile('Error getting all rules:', e); - return []; + return getRulesFromJson(); } } async function getRuleById(ruleId) { try { const rows = await rulesHelpers.getAll(); - const row = rows.find(r => r.rule_id === ruleId || r.id === ruleId); + const sourceRows = mergeRules(rows && rows.length ? rows.map(normalizeRule) : [], getRulesFromJson()); + const row = sourceRows.find(r => String(r.rule_id) === String(ruleId) || String(r.id) === String(ruleId) || String(r.numericId) === String(ruleId)); if (!row) return null; - return { - id: row.rule_id || row.id, - title: cleanTitle(row.title), - content: cleanText(row.content), - page: row.page, - source: row.source, - sourceAbbr: row.source_abbr, - category: row.category - }; + return row; } catch (e) { console.error('Failed to read rule by id:', e); logToFile('Error getting rule by id:', ruleId, e); - return null; + return getRulesFromJson().find(r => String(r.rule_id) === String(ruleId) || String(r.id) === String(ruleId)) || null; } } @@ -79,7 +122,9 @@ router.get('/categories', async (req, res) => { try { const rows = await getAllRules(); const categories = [...new Set(rows.map(r => r.category).filter(Boolean))]; - const categoryList = categories.map(cat => ({ id: cat, name: cleanTitle(cat) })); + const categoryList = categories + .sort((a, b) => a.localeCompare(b)) + .map(cat => ({ id: cat, name: cleanTitle(cat.replace(/_/g, ' ')) })); res.json([{ id: 'all', name: 'All Rules' }, ...categoryList]); } catch (error) { console.error('Categories error:', error); @@ -90,41 +135,82 @@ router.get('/categories', async (req, res) => { // Search rules (MariaDB) router.get('/search', async (req, res) => { try { - const { q: query, category, limit = 20 } = req.query; + const { q: query, category, tag, source, midgame, limit = 20 } = req.query; if (!query || !query.trim()) return res.json([]); const limitInt = Math.max(1, parseInt(limit) || 20); const allRules = await getAllRules(); - const term = query.toLowerCase(); + const term = query.trim().toLowerCase(); + const tokens = term.split(/\s+/).filter(Boolean); + + const includesTerm = (value, t = term) => String(value || '').toLowerCase().includes(t); + const arrayIncludes = (arr, t = term) => (arr || []).some(v => includesTerm(v, t)); + const tokenMatch = (rule) => { + const haystacks = [ + rule.title, + rule.summary, + rule.content, + rule.category, + ...(rule.tags || []), + ...(rule.aliases || []) + ].map(v => String(v || '').toLowerCase()); + return tokens.every(token => haystacks.some(v => v.includes(token))); + }; const score = (rule, t) => { const title = (rule.title || '').toLowerCase(); + const summary = (rule.summary || '').toLowerCase(); const content = (rule.content || '').toLowerCase(); + const tags = (rule.tags || []).map(v => String(v).toLowerCase()); + const aliases = (rule.aliases || []).map(v => String(v).toLowerCase()); const exactTitle = title === t; const titleStarts = title.startsWith(t); const titleContains = title.includes(t); + const exactAlias = aliases.includes(t); + const aliasContains = aliases.some(a => a.includes(t)); + const tagContains = tags.some(a => a.includes(t)); + const summaryContains = summary.includes(t); const isCanonical = rule.source === 'Core Rulebook'; + const tokenHits = tokens.reduce((sum, token) => { + return sum + + (title.includes(token) ? 8 : 0) + + (aliases.some(a => a.includes(token)) ? 6 : 0) + + (tags.some(a => a.includes(token)) ? 4 : 0) + + (summary.includes(token) ? 3 : 0) + + (content.includes(token) ? 1 : 0); + }, 0); // Higher = shown first return (exactTitle ? 100 : 0) + + (exactAlias ? 90 : 0) + (titleStarts ? 50 : 0) + (titleContains ? 20 : 0) + + (aliasContains ? 18 : 0) + + (tagContains ? 15 : 0) + + (summaryContains ? 8 : 0) + (isCanonical ? 10 : 0) + + (Number(rule.midgamePriority) || 0) + + tokenHits + (content.includes(t) ? 1 : 0); }; let filtered = allRules.filter(rule => { - const titleMatch = rule.title && rule.title.toLowerCase().includes(term); - const contentMatch = rule.content && rule.content.toLowerCase().includes(term); + const titleMatch = includesTerm(rule.title); + const summaryMatch = includesTerm(rule.summary); + const contentMatch = includesTerm(rule.content); + const tagMatch = arrayIncludes(rule.tags); + const aliasMatch = arrayIncludes(rule.aliases); const categoryMatch = !category || category === 'all' || rule.category === category; - return (titleMatch || contentMatch) && categoryMatch; + const sourceMatch = !source || source === 'all' || rule.sourceAbbr === source || rule.source === source; + const midgameMatch = !midgame || midgame === 'false' || Number(rule.midgamePriority || 0) >= 70; + const explicitTagMatch = !tag || tag === 'all' || (rule.tags || []).some(t => String(t).toLowerCase() === String(tag).toLowerCase()); + return (titleMatch || summaryMatch || contentMatch || tagMatch || aliasMatch || tokenMatch(rule)) && categoryMatch && sourceMatch && midgameMatch && explicitTagMatch; }); // If category filtering yielded no results, try without category filter if (filtered.length === 0 && category && category !== 'all') { filtered = allRules.filter(rule => { - const titleMatch = rule.title && rule.title.toLowerCase().includes(term); - const contentMatch = rule.content && rule.content.toLowerCase().includes(term); - return titleMatch || contentMatch; + const sourceMatch = !source || source === 'all' || rule.sourceAbbr === source || rule.source === source; + return sourceMatch && (includesTerm(rule.title) || includesTerm(rule.summary) || includesTerm(rule.content) || arrayIncludes(rule.tags) || arrayIncludes(rule.aliases) || tokenMatch(rule)); }); } @@ -157,7 +243,7 @@ router.get('/rule/:id', async (req, res) => { // Get random rules for discovery router.get('/random', async (req, res) => { try { - const { count = 5, category } = req.query; + const { count = 5, category, midgame } = req.query; const max = Math.max(1, parseInt(count) || 5); const allRules = await getAllRules(); @@ -166,6 +252,9 @@ router.get('/random', async (req, res) => { if (category && category !== 'all') { filtered = allRules.filter(rule => rule.category === category); } + if (midgame && midgame !== 'false') { + filtered = filtered.filter(rule => Number(rule.midgamePriority || 0) >= 70); + } // Shuffle and pick random rules const shuffled = filtered.sort(() => 0.5 - Math.random()); @@ -186,6 +275,8 @@ router.get('/stats', async (req, res) => { const categoryCount = {}; const sourceCount = {}; + const methodCount = {}; + let midgameRules = 0; allRules.forEach(rule => { if (rule.category) { @@ -194,12 +285,17 @@ router.get('/stats', async (req, res) => { if (rule.source) { sourceCount[rule.source] = (sourceCount[rule.source] || 0) + 1; } + if (rule.sourceMethod) { + methodCount[rule.sourceMethod] = (methodCount[rule.sourceMethod] || 0) + 1; + } + if (Number(rule.midgamePriority || 0) >= 70) midgameRules += 1; }); const categories = Object.entries(categoryCount).map(([category, c]) => ({ category, c })); const sources = Object.entries(sourceCount).map(([source, c]) => ({ source, c })); + const sourceMethods = Object.entries(methodCount).map(([sourceMethod, c]) => ({ sourceMethod, c })); - res.json({ totalRules, categories, sources, searchTerms: 0 }); + res.json({ totalRules, midgameRules, categories, sources, sourceMethods, searchTerms: 0 }); } catch (error) { console.error('Stats error:', error); res.status(500).json({ error: 'Failed to get stats' }); diff --git a/database/rules/rules-database.json b/database/rules/rules-database.json index a350762..3b5d580 100644 --- a/database/rules/rules-database.json +++ b/database/rules/rules-database.json @@ -1,2299 +1,4395 @@ { "rules": [ { - "title": "GAME", - "content": "Introduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n", - "page": 7, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_4" - }, - { - "title": "fellowShip (fel)", - "content": "Fellowship is your character’s ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n", - "page": 24, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_5" - }, - { - "title": "Perception (per)", - "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\n", - "page": 24, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_6" - }, - { - "title": "their Perception. See page 36 for details.", - "content": "exaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n", - "page": 24, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_7" - }, - { - "title": "therefore, and you will know no fear.”", - "content": "–Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n", - "page": 34, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_9" - }, - { - "title": "Strength and Toughness Traits.", - "content": "Abilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength\n", - "page": 35, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_10" - }, - { - "title": "and Toughness Traits.", - "content": "–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n", - "page": 35, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_11" - }, - { - "title": "Willpower Test to leave the progenoids behind.", - "content": "• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n", - "page": 36, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "psychic", - "id": "rule_12" - }, - { - "title": "Mode) and page 211 (for Cohesion).", - "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n", - "page": 36, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_13" - }, - { - "title": "benefits: +5 Weapon Skill,, +5 Willpower, and the", - "content": "are at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapter’s fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n", - "page": 39, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_14" - }, - { - "title": "SANGUINIUS", - "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n", - "page": 42, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_15" - }, - { - "title": "–S.S.", - "content": "The Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n", - "page": 42, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_16" - }, - { - "title": "THE LION", - "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n", - "page": 44, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_17" - }, - { - "title": "THE DEATHWING", - "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.\n", - "page": 45, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_18" - }, - { - "title": "THE RAVENWING", - "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n", - "page": 45, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_19" - }, - { - "title": "LEMAN RUSS", - "content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperium’s bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n", - "page": 47, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_20" - }, - { - "title": "THE LION AND THE WOLF", - "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n", - "page": 47, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_21" - }, - { - "title": "Squad Mode.", - "content": "Deathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n", - "page": 76, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_22" - }, - { - "title": "Rapid Reload 500 Talent —", - "content": "Storm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n", - "page": 77, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "talents", - "id": "rule_23" - }, - { - "title": "os by the strength of their hatred for the", - "content": "forgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n", - "page": 78, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_24" - }, - { - "title": "Carouse Toughness —", - "content": "Charm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_25" - }, - { - "title": "Concealment Agility —", - "content": "Contortionist Agility Movement\nDeceive Fellowship Interaction\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_26" - }, - { - "title": "Dodge Agility —", - "content": "III: Skills\nEvaluate Intelligence Investigation\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_27" - }, - { - "title": "Gamble Perception —", - "content": "Inquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_28" - }, - { - "title": "Search Perception —", - "content": "Silent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_29" - }, - { - "title": "Ciphers† Intelligence —", - "content": "Demolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_30" - }, - { - "title": "Literacy Intelligence —", - "content": "Lore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_31" - }, - { - "title": "Performer† Fellowship —", - "content": "Pilot† Agility Operator\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_32" - }, - { - "title": "Tracking Intelligence —", - "content": "Trade† Intelligence Crafting\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_33" - }, - { - "title": "Wrangling Intelligence —", - "content": "†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n", - "page": 92, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_34" - }, - { - "title": "Perception", - "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n", - "page": 94, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_35" - }, - { - "title": "Toughness", - "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n", - "page": 94, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_36" - }, - { - "title": "Strength", - "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the\nmore involved direction grappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n", - "page": 95, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_37" - }, - { - "title": "Intelligence", - "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for one’s health for those outside (or even\n", - "page": 99, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_38" - }, - { - "title": "out of action to regain full Cohesion.", - "content": "Catfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n", - "page": 108, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_40" - }, - { - "title": "chance of Righteous Fury.", - "content": "IV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n", - "page": 109, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_41" - }, - { - "title": "Immune to Pinning by Pistols and Basic Weapons.", - "content": "Last Man Standing Nerves of Steel\n", - "page": 109, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "weapons", - "id": "rule_42" - }, - { - "title": "Improves Cover.", - "content": "Leap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n", - "page": 109, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_43" - }, - { - "title": "Fellowship Test.", - "content": "Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n", - "page": 110, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_44" - }, - { - "title": "One item up to 20 Requisition becomes standard", - "content": "Signature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n", - "page": 110, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_45" - }, - { - "title": "One item up to 70 Requisition becomes standard", - "content": "Signature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued\n", - "page": 110, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_46" - }, - { - "title": "Prerequisites: Agility 30", - "content": "This Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n", - "page": 112, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_47" - }, - { - "title": "Prerequisites: Strength 45", - "content": "berserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.\n", - "page": 113, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_48" - }, - { - "title": "Weapon Skill instead of +10.", - "content": "call To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n", - "page": 113, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_49" - }, - { - "title": "Prerequisites: Weapon Skill 50", - "content": "The character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n", - "page": 114, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_50" - }, - { - "title": "Prerequisites: Weapon Skill 30", - "content": "The character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\ncoMbaT sense\n", - "page": 114, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_51" - }, - { - "title": "Prerequisites: Perception 40", - "content": "The character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n", - "page": 114, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_52" - }, - { - "title": "Prerequisites: Agility 40, Two-Weapon Wielder", - "content": "elecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n", - "page": 115, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "weapons", - "id": "rule_53" - }, - { - "title": "Full Action and a successful a Willpower Test.", - "content": "ferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n", - "page": 117, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "psychic", - "id": "rule_54" - }, - { - "title": "Prerequisites: Intelligence 30", - "content": "Logic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n", - "page": 117, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_56" - }, - { - "title": "Prerequisites: Agility 40", - "content": "Light on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n", - "page": 118, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_57" - }, - { - "title": "Prerequisites: Toughness 40", - "content": "The character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n", - "page": 127, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_67" - }, - { - "title": "Prerequisites: Intelligence 40", - "content": "The character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n", - "page": 119, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_59" - }, - { - "title": "Prerequisites: Ballistic Skill 40", - "content": "The character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n", - "page": 119, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_60" - }, - { - "title": "Prerequisites: Perception 30", - "content": "The slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n", - "page": 120, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_61" - }, - { - "title": "Prerequisites: Fellowship 30", - "content": "The character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n", - "page": 122, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_62" - }, - { - "title": "Prerequisites: Intelligence 40, Fel 30", - "content": "The character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n", - "page": 123, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_63" - }, - { - "title": "Brother. Gain +1 Cohesion.", - "content": "no benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n", - "page": 125, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_64" - }, - { - "title": "equal to the character’s Intelligence Bonus.", - "content": "unshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most\n", - "page": 128, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_68" - }, - { - "title": "Willpower Bonus x10 metres.", - "content": "sTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1\n", - "page": 134, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "psychic", - "id": "rule_69" - }, - { - "title": "Strength Bonus increases to 8.", - "content": "unnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n", - "page": 135, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_70" - }, - { - "title": "Requisition", - "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter\nin the God-Emperor’s stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes\n", - "page": 136, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_73" - }, - { - "title": "Renown", - "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n", - "page": 138, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_74" - }, - { - "title": "Renown Rating Renown Rank", - "content": "Weapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:\n", - "page": 139, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_75" - }, - { - "title": "0-19", - "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n", - "page": 139, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_76" - }, - { - "title": "Table 5–3: Craftsmanship and Requisition Costs", - "content": "Craftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n", - "page": 139, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_77" - }, - { - "title": "en (Penetration): Reflects how good the weapon is", - "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natch’s duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n", - "page": 140, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "weapons", - "id": "rule_78" - }, - { - "title": "felling (x)", - "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n", - "page": 141, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_79" - }, - { - "title": "Roll Field Strength", - "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\n", - "page": 142, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_80" - }, - { - "title": "41-60", - "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n", - "page": 142, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_81" - }, - { - "title": "61-80", - "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n", - "page": 142, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_82" - }, - { - "title": "be used to Parry.", - "content": "snaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n", - "page": 143, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_83" - }, - { - "title": "Righteous Fury on page 245).", - "content": "stoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –\n", - "page": 143, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_84" - }, - { - "title": "50 10 –", - "content": "(Soundstrike)\nAuxiliary Grenade\nn/a 45m S/–/– ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nman’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperor’s Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamer’s outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n", - "page": 144, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_85" - }, - { - "title": "its smaller clip and slower rate of fire.", - "content": "However, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be\nthe Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n", - "page": 145, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_86" - }, - { - "title": "and possesses the Felling and Blast(2) Qualities.", - "content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n", - "page": 152, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_87" - }, - { - "title": "Tearing", - "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n", - "page": 153, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_88" - }, - { - "title": "††††", - "content": "See Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n", - "page": 153, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_89" - }, - { - "title": "cost for an Upgrade covers both the technological", - "content": "V: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n", - "page": 155, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_90" - }, - { - "title": "Agility Damage.", - "content": "dRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n", - "page": 158, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_91" - }, - { - "title": "attack roll.", - "content": "by\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n", - "page": 165, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_92" - }, - { - "title": "Tearing, Special", - "content": "Chapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n", - "page": 166, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_93" - }, - { - "title": "Blast(1), Felling", - "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n", - "page": 166, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_94" - }, - { - "title": "Field, Tearing", - "content": "Helm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n", - "page": 166, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_95" - }, - { - "title": "4d10 X Damage with a Penetration of 4.", - "content": "pain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n", - "page": 172, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_96" - }, - { - "title": "Name Wt Req Renown", - "content": "and biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† –\na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 –\nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 –\nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 –\ncan block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 –\nnavigational information on a planet, either from existing Elucidator 1 25 –\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 –\ngeo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 –\nto provide distance and bearing to any known location. This Magnoculars 0.5 3 –\n", - "page": 173, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_97" - }, - { - "title": "01-03", - "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_98" - }, - { - "title": "09–11", - "content": "surface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_99" - }, - { - "title": "12–14", - "content": "metres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_100" - }, - { - "title": "15–17", - "content": "Psyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_101" - }, - { - "title": "24–26", - "content": "fires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_102" - }, - { - "title": "27–29", - "content": "psyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_103" - }, - { - "title": "33–35", - "content": "Charge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_104" - }, - { - "title": "36–38", - "content": "for the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_105" - }, - { - "title": "42–44", - "content": "make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_106" - }, - { - "title": "45–47", - "content": "statues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_107" - }, - { - "title": "48–50", - "content": "psyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_108" - }, - { - "title": "51–53", - "content": "unprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_109" - }, - { - "title": "54–56", - "content": "for a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_110" - }, - { - "title": "63–65", - "content": "damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\n75+\nthe Warp.\nTable 6–2: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n", - "page": 186, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_111" - }, - { - "title": "06-09", - "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_112" - }, - { - "title": "10–13", - "content": "3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_113" - }, - { - "title": "14–18", - "content": "(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_114" - }, - { - "title": "19–24", - "content": "1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\n25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\n39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_115" - }, - { - "title": "56–58", - "content": "swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_116" - }, - { - "title": "68–72", - "content": "Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_117" - }, - { - "title": "83–86", - "content": "possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_118" - }, - { - "title": "and Untouchables suffer half the damage rolled.", - "content": "Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n", - "page": 187, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_119" - }, - { - "title": "hours recovery before it may be used again.", - "content": "iron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The\n", - "page": 193, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_120" - }, - { - "title": "cover protect as normal.", - "content": "winGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n", - "page": 195, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_121" - }, - { - "title": "a result of Fear.", - "content": "O\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n", - "page": 196, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_122" - }, - { - "title": "attacks count as having a Penetration of 0.", - "content": "True sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n", - "page": 196, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_123" - }, - { - "title": "Willpower Test to break free.", - "content": "TesTs\n•\nThe Role of faTe\n•\nt\n•\n", - "page": 199, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "psychic", - "id": "rule_124" - }, - { - "title": "Cohesion", - "content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n", - "page": 216, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_140" - }, - { - "title": "squad Mode and", - "content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\n", - "page": 200, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_126" - }, - { - "title": "Fellowship", - "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n", - "page": 202, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_130" - }, - { - "title": "• Enter Squad Mode without a Cohesion Test.", - "content": "• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the\nto be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n", - "page": 203, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_131" - }, - { - "title": "10 10 20 30 60", - "content": "Running and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).\n", - "page": 204, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_132" - }, - { - "title": "Agility Modifiers", - "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n", - "page": 205, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_133" - }, - { - "title": "ReCoveRing losT Cohesion", - "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n", - "page": 211, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_134" - }, - { - "title": "Cohesion Challenges", - "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n", - "page": 228, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_148" - }, - { - "title": "Battle-Brother using the Squad Mode ability.", - "content": "Visual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n4–6 (Medium)\n60 metres away.\nVocal distance, no more than\n7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n", - "page": 212, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_136" - }, - { - "title": "MainTaining squad Mode", - "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n", - "page": 213, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_137" - }, - { - "title": "• His Kill-team’s Cohesion is reduced to 0.", - "content": "• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n", - "page": 213, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_138" - }, - { - "title": "he fails a Cohesion Challenge (see page 212).", - "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n", - "page": 213, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_139" - }, - { - "title": "using squad Mode abiliTies", - "content": "rank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it\nrazor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then\n", - "page": 218, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_141" - }, - { - "title": "keeping TRaCk of squad Mode", - "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their\n", - "page": 219, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_142" - }, - { - "title": "Support Range or leave Squad Mode.", - "content": "exaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\n", - "page": 219, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_143" - }, - { - "title": "Joining susTained squad Mode", - "content": "abiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n", - "page": 219, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_144" - }, - { - "title": "Suppression", - "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n", - "page": 221, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_145" - }, - { - "title": "Parry Tests.", - "content": "Missions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n", - "page": 224, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_146" - }, - { - "title": "resist Cohesion damage.", - "content": "Squad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n", - "page": 228, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_147" - }, - { - "title": "bad inTelligenCe", - "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n", - "page": 230, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_149" - }, - { - "title": "Kill-team has their Cohesion reduced by 2.", - "content": "InItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n", - "page": 231, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_150" - }, - { - "title": "Dodged or Parried.", - "content": "Focus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n", - "page": 236, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_151" - }, - { - "title": "DoDge", - "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n", - "page": 237, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_152" - }, - { - "title": "DoDge anD parry reactIons", - "content": "Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n", + "id": "cr-actions-combat-actions", + "rule_id": "cr-actions-combat-actions", + "title": "Combat Actions", + "summary": "Action descriptions including Aim, Charge, Dodge, Full Auto Burst, Overwatch, Semi-Auto Burst, and Suppressing Fire.", + "content": "237\nVIII: Combat\nactioN descriptioNs\nThese Actions provide players with a variety of options\nin combat.\naIm\nType: Half Action or Full Action\nSubtype: Concentration\nThe active character patiently takes extra time to make a more\nprecise attack. Aiming as a Half Action grants a +10 bonus\nto the character’s next attack, while aiming as a Full Action\ngrants a +20 bonus to the character’s next attack. The next\nAction the Aiming character performs must be an attack or\nthe benefits of Aiming are lost. Aiming benefits are also lost\nif the character performs a Reaction before making his attack.\nAiming can be used with both melee and ranged attacks.\nall out attack\nType: Full Action\nSubtypes: Attack, Melee\nThe character makes a furious melee attack at the expense of\npersonal safety. He gains a +20 bonus to his next Weapon\nSkill Test, but he cannot Dodge or Parry until the start of his\nnext Turn.\nTable 8–1: Combat Actions\nAction\nType\nSubtype(s)\nDescription\nAim\nHalf/Full\nConcentration\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on\nthe character’s next attack, or target a specific body location.\nAll Out Attack\nFull\nAttack, Melee\n+20 to WS, cannot Dodge or Parry.\nBrace Heavy Weapon Half\nMiscellaneous\nPrepare to fire a heavy weapon.\nCalled Shot\nFull\nAttack, Concentration,\nMelee or Ranged\nAttack a specific location on the target with a –20 to WS or BS.\nCharge\nFull\nAttack, Melee, Movement Must move 4 metres, +10 to WS.\nDefensive Stance\nFull\nConcentration, Melee\nGain an additional Reaction, opponents suffer –20 to\nWS.\nDelay\nHalf\nMiscellaneous\nBefore character’s next Turn, he may take any Half Action.\nDisengage\nFull\nMovement\nBreak off from melee and move.\nDodge\nReaction\nMiscellaneous\nTest Dodge to negate a hit.\nFeint\nHalf\nAttack, Melee\nOpposed WS Test, if character wins, his next attack cannot be\nDodged or Parried.\nFocus Power\nVaries\nConcentration\nUse a psychic power.\nFull Auto Burst\nFull\nAttack, Ranged\n+20 to BS, additional hit for every Degree of Success.\nGrapple\nHalf/Full\nAttack, Melee\nAffect a Grappled opponent or escape from a Grapple.\nGuarded Attack\nFull\nAttack, Concentration,\nMelee\n–10 WS, +10 to Parry and Dodge.\nJump or Leap\nFull\nMovement\nJump vertically or leap horizontally.\nKnock-Down\nHalf\nAttack, Melee\nTry to knock an opponent to the ground.\nManoeuvre\nHalf\nAttack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove\nHalf/Full\nMovement\nMove up to movement as a Half Action or twice movement as a Full\nAction.\nMultiple Attacks\nFull\nAttack, Melee or Ranged\nUse Swift Attack or Lightning Attack Talents to make\nmultiple attacks.\nOverwatch\nFull\nAttack, Concentration,\nRanged\nShoot targets coming into a set kill zone, –20 to BS.\nParry\nReaction\nMelee\nTest Weapon Skill to negate a hit.\nReady\nHalf\nMiscellaneous\nReady a weapon or item.\nReload\nVaries\nMiscellaneous\nReload a ranged weapon.\nRun\nFull\nMovement\nMove triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst\nFull\nAttack, Ranged\n+10 to BS, additional hit for every two Degrees of Success.\nStand/Mount\nHalf\nMovement\nStand up or mount a riding beast or vehicle.\nStandard Attack\nHalf\nAttack, Melee or Ranged\nMake one melee or ranged attack.\nStun\nFull\nAttack, Melee\nTry to Stun an opponent.\nSuppressing Fire\nFull\nAttack, Ranged\nForce opponents to take cover, –20 to BS.\nTactical Advance\nFull\nConcentration, Movement Move from cover to cover.\nUse A Skill\nVaries\nMiscellaneous\nCharacter may use a Skill.\n\n238\nVIII : Combat\nbrace heavy weapon\nType: Half Action\nSubtype: Miscellaneous\nHeavy weapons must be braced before they can be fired\naccurately. Bracing a Heavy weapon can involve using a\nbipod or tripod, propping the weapon up on a windowsill\nor sandbags, or simply assuming a wide stance or kneeling.\nWhen a Heavy weapon is fired without being braced, the\nattacker suffers a –30 to his Ballistic Skill Test. Once a Heavy\nweapon has been braced, the firer cannot move without losing\nthe benefits of bracing. However, the firer can still traverse\nhis weapon 45 degrees or more depending on the type of\nbracing. Melee, Thrown, Pistol, and Basic weapons gain no\nspecial benefit from bracing.\ncalleD shot\nType: Full Action\nSubtypes: Attack, Concentration, Melee or Ranged\nThe active character attempts to attack a specific or vulnerable\narea on his target. The attacker declares a location on his\ntarget (Head, Body, Left Arm, Right Arm, Left Leg, or Right\nLeg) and makes a Hard (–20) Weapon Skill Test or a\nHard (–20) Ballistic Skill Test. If he succeeds, he skips the\nDetermine Hit Location step of the attack and instead hits the\ndeclared location.\ncharge\nType: Full Action\nSubtypes: Attack, Melee, Movement\nThe character rushes at his target and delivers a single\nmelee attack. The target must be at least four metres away,\nbut still within the attacker’s Charge Move. See Table 7–4:\nMovement (Meters/Round) on page 205. The last four\nmetres of the Charge must be in a straight line so the attacker\ncan build speed and line up with his target. The attacker gains\na +10 bonus to his Weapon Skill Test made at the end of the\nCharge. If the Charging character is unarmed, he can attempt\nto Grapple his opponent instead of inflicting damage. See\nGrappling, page 240.\nDeFensIve stance\nType: Full Action\nSubtype: Concentration, Melee\nThe character makes no attacks and instead concentrates\nentirely on self-defence. Until the start of his next Turn,\nthe character can make one additional Reaction, and all\nopponents suffer a –20 penalty to Weapon Skill Tests made\nto attack him.\nDelay\nType: Half Action\nSubtype: Miscellaneous\nnstead of acting immediately, the character waits for an\nopportunity. When a character chooses Delay, his Turn ends,\nbut he reserves a delayed Half Action for later use. Any time\nbefore the start of his next Turn, the character can perform a\ndelayed Half Action of his choice. If the delayed Half Action\nis not used before the start of the character’s next turn, it\nis lost. If two or more characters both attempt to perform\ndelayed Half Actions at the same time, they must make an\nOpposed Agility Test to see who acts first.\nexample\nIt is Helgath’s Turn in the Initiative Order, and he wants to shoot\nthe lictor that is currently Grappling his Battle-Brother Myrdor. If\nHelgath shoots now, he suffers a –20 penalty to his Ballistic Skill\nTest for shooting into melee combat. But, he thinks Myrdor has a\ngood chance of breaking free of the alien’s Grapple on his Turn, so he\nchooses to Delay, which takes a Half Action and ends his Turn. Later\nin the same Round, it is Myrdor’s Turn. He breaks free of the Grapple\nand moves away from the lictor, which is exactly the opportunity\nHelgath was hoping for. Helgath now performs his Delayed Action,\nwhich must be a Half Action since that is all he has remaining, so he\nchooses Standard Attack and shoots the foul xenos.\nDoDge\nType: Reaction\nSubtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\nto make the test. If the test succeeds, the character gets out\nof the way at the last moment and the attack is considered to\nhave missed (and thus no Damage is rolled). If the Dodge Test\nfails, the attack connects and deals Damage normally. Dodge\ncan be used to avoid both melee and ranged attacks.\ndodging auto-Fire and area effect attacks\nSome attacks, such as those made with grenades, flamers,\nor guns firing semi-automatic or fully-automatic bursts, are\nespecially difficult to avoid. When Dodging an area effect\nweapon (such as a flamer), a successful Dodge Test moves\nthe character to the edge of the area of effect, as long as\ncombat abstractIons\nCombat in Deathwatch is fast and furious, designed\nso games don’t become bogged down with minutia.\nAs such, the rules take certain licenses with reality\nand assumptions must be made about what is really\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more\nfavourable combat positions. With this in mind, the\ndefault difficulty for all combat tests is Challenging\n(+0), unless a specific rule states otherwise.\n\n239\nVIII: Combat\nit is no further away than the character’s Agility Bonus in\nmetres. If the character would need to move further than this\nto avoid the attack, then the Dodge Test automatically fails.\nWhen Dodging Full Auto or Semi-Auto Bursts, each Degree\nof Success on the Dodge Test negates one additional hit.\nexample\nBrother Tehoc has just finished hacking apart a squad of Chaos\ncultists in the name of the Emperor when he is shot at by a mutant\nwith a heavy stubber. The mutant fires a Full Auto Burst and gets\ntwo Degrees of Success on his Ballistic Skill Test for a total of three\nhits on Tehoc. A veteran of countless battles, Brother Tehoc’s reflexes\nkick in and he uses his Reaction to attempt to Dodge the attack. His\nAgility is 38 and he has Dodge trained, so he needs to roll 38 or less\non his Dodge Test. He rolls a 15 and gets two Degrees of Success.\nHe has avoided all hits from the Full Auto Burst and escaped all\nDamage—now the mutant will pay for his impudence...\nDIsengage\nType: Full Action\nSubtype: Movement\nThe character breaks off from melee combat and may take a\nHalf Move. Opponents that were engaged with the character\ndo not gain any free attacks. See the Fleeing sidebar for\nmore details.\nFeInt\nType: Half Action\nSubtype: Attack, Melee\nThe character attempts to use guile and combat training to\ntrick his opponent into a mistake. The character and his target\nmake an Opposed Weapon Skill Test. If the active character\nwins, his next melee attack against that same target cannot\nbe Dodged or Parried. If the active character’s next Action\nis anything other than a Standard Attack, the advantage of\nFeinting is lost.\nFocus power\nType: Half, Full, Free, or Extended Action (Varies by\nPower)\nSubtype: Varies by Power\nThis Action is used to manifest Psychic Powers in combat.\nEvery Psychic Power specifies an Action type and one or more\nsubtypes. For more information, see Chapter VI: Psychic\nPowers.\nFull auto burst\nType: Full Action\nSubtype: Attack, Ranged\nThe character hurls a roaring burst of fully automatic gunfire\nat his enemies. The attacker must be wielding a ranged\nweapon capable of fully automatic fire to take this Action.\nIf the character has a pistol in each hand, both capable of\nfully automatic fire, he may fire both with this Action (see\nTwo-Weapon Fighting, page 246). The attacker makes a\nBallistic Skill Test with a +20 bonus. A dice result of 94 to\n00 indicates the weapon has Jammed. If successful, the attack\nscores a hit normally. Furthermore, each Degree of Success\nscores an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s fully automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits to determine the extra Hit Locations.\nRemember, the first hit is always determined by reversing\nthe numbers of the dice result made to perform the test (see\nThe Attack, page 244). A character using this Action with a\nPistol- or Basic-class weapon may also move up to his Agility\nBonus in metres. However, if he does so, he gains no bonus to\nhis Ballistic Skill Test and instead suffers a –10% penalty.\nexample\nBrother Tehoc fires a Full-Auto Burst with his storm bolter at a\ncharging Chaos Space Marine. The storm bolter has a full-auto\nRate of Fire of 4, so regardless of what else happens, Tehoc expends\n4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a\nFull-Auto Burst, for a modified total of 65. He rolls a 32 on his\nBallistic Skill Test and succeeds with three Degrees of Success (65,\n55, 45, 35). Tehoc scores one hit because he succeeded and three\nextra hits because of his three Degrees of Success. The first hit strikes\nthe Chaos Space Marine’s left arm, which is determined by reversing\nhis Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple\nHits is then consulted which indicates that the second hit also strikes\nthe Traitor Marine’s arm, the third hit strikes his body, and the\nfourth strikes his head. Tehoc would then make four Damage rolls,\none for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Full-Auto Burst at Point Blank Range, any extra hits\nfrom Scatter and Full-Auto Burst are calculated separately and\nboth applied.\nTable 8–2: Multiple Hits\nFirst Hit\nSecond Hit\nThird Hit\nFourth Hit\nFifth Hit\nEach Additional Hit\nHead\nHead\nArm\nBody\nArm\nBody\nArm\nArm\nBody\nHead\nBody\nArm\nBody\nBody\nArm\nHead\nArm\nBody\nLeg\nLeg\nBody\nArm\nHead\nBody\n\n240\nVIII : Combat\nexample\nHelgath fires a Full-Auto Burst with a modified Astartes combat\nshotgun at a genestealer who is at Point Blank Range. The combat\nshotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is\n38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank\nRange, and –20 because he does not have training with the weapon,\nfor a modified total of 68. Helgath rolls a 37 on his Ballistic Skill\nTest and succeeds with three Degrees of Success (68, 58, 48, 38).\nHe scores one hit on the genestealer because he succeeded, and three\nextra hits thanks to his three Degrees of Success. Furthermore, the\nScatter special quality grants an extra hit for every two Degrees of\nSuccess when the weapon is fired at Point Blank Range, which means\nHelgath scores another extra hit for a grand total of five hits. If\nHelgath is lucky, it will be enough to put the beast down...\ngrapple\nType: Half or Full Action\nSubtype: Attack, Melee\nThis action is only used when a character is already engaged in a\nGrapple. See Grappling, page 246, for rules on starting a Grapple.\nIf the active character is controlling the Grapple, the first thing\nhe must do on his Turn is declare Grapple as a Full Action in\norder to maintain the Grapple; if he does not declare Grapple as\na Full Action, the Grapple immediately ends. After that, he can\nchoose one of the following Controller Grapple Options:\ncontroller grapple options\n• Damage Opponent: The controller of the Grapple can\nattempt to damage his opponent with brute force by making\nan Opposed Strength Test with the Grappled opponent.\nIf the active character wins, he inflicts unarmed Damage\n(1d5–3+SB with Armour Points counting double) to his\nopponent’s body location and one level of Fatigue. If the\nGrappled opponent wins the Opposed Strength Test, no\nDamage is dealt, but he is still Grappled. This action can\nbenefit from Assistance.\n• Throw Down Opponent: The controller of the Grapple\ncan attempt to wrestle his Grappled opponent to the\nground by making an Opposed Strength Test. This test\ncan benefit from Assistance. If the active character wins,\nthe Grappled opponent becomes prone.\n• Push Opponent: The controller of the Grapple can attempt\nto force his Grappled opponent to move. This is resolved\nwith an Opposed Strength Test, which can benefit from\nAssistance. If the active character succeeds, he pushes his\nopponent one meter in a direction of his choice, plus one\nadditional metre for each Degree of Success. This pushed\ndistance cannot exceed the active character’s Half Move\ndistance. The active character must move with his Grappled\nopponent in order to maintain the Grapple, or he can\nchoose to let go of his opponent, which ends the Grapple,\nbut allows the active character to keep his ground.\n• Ready: The controller of the Grapple can ready one\nof his own items. Or if the GM allows, he can use the\nReady Action to grab an item belonging to his Grappled\nopponent.\n• Stand: If both Grappling participants are on the ground,\nthe controller of the Grapple can regain his feet with this\naction. He can also attempt to drag his Grappled opponent\nup with him by making an Opposed Strength Test. This\ntest can benefit from Assistance. If the controller of the\nGrapple wins, both participants stand.\n• Use Item: The controller of the Grapple can use a\nreadied item.\nIf the active character is the target of the Grapple, the first\nthing he must do on his Turn is declare Grapple as a Half\nAction—this is part of the penalty for being Grappled. After\nthat, he can choose one of the following Grappled Target\nOptions:\ngrappled target options\n• Break Free: The Grappled target can attempt to break\nfree of the Grapple by making an Opposed Strength Test\nwith the controller of the Grapple. This test can benefit\nfrom Assistance. If the active character wins, he breaks\nfree and may perform any Half Action.\n• Slip Free: The Grappled target can attempt to wriggle\nout of the Grapple by making a Challenging (+0)\nContortionist Skill Test. If he succeeds, he slips free and\nmay perform any Half Action.\n• Take Control: The Grappled target can attempt to take\ncontrol of the Grapple by making an Opposed Strength\nTest with his Grappling opponent. This test can benefit\nfrom Assistance. If the active character wins, he becomes\nthe controller of the Grapple and his opponent becomes\nthe Grappled target. The active character may then\nimmediately perform one of the Controller Grapple\nOptions, but he cannot take any other Half Actions.\nexample\nBrother Tehoc is Grappling an ork atop an elevated platform. It is\nTehoc’s Turn in the Initiative Order, and since he is in control of the\nGrapple, he decides to attempt to push the ork toward the edge of the\nplatform. The GM calls for an Opposed Strength Test. Tehoc has a\nStrength of 45 and rolls a 44—a success. The Ork has a Strength of\n41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes\nthe Ork one meter toward the edge of the platform. Tehoc also moves\nwith the Ork because he wants to maintain control of the Grapple. On\nthe Ork’s Turn, it decides to attempt to take control of the Grapple\nby making an Opposed Strength Test with Tehoc. The Ork rolls a 29\nand gets one Degree of Success, and Tehoc rolls a 39 and gets a success.\nThe Ork wins the Opposed Test because he counted more Degrees of\nSuccess than Tehoc. The Ork is now in control of the Grapple and\nwill have more options available to it on his next Turn.\nsize differences\nIf one participating Grappler is larger than the other (see page\n249), the larger Grappler counts an extra Degree of Success\nper size category difference on all successful Opposed Tests\nperformed within the Grapple.\n\n241\nVIII: Combat\nexample\nTehoc is being Grappled in the jaws of a Tau Krootox. Both\ncombatants have Strengths of 45, but the Krootox’s size is Enormous,\nwhich is one size category larger than Tehoc’s Hulking size in his\narmour. On his Turn, Tehoc attempts to break free of the Grapple\nby making an Opposed Strength Test. Tehoc rolls a 26 and gets one\nDegree of Success. The Krootox rolls a 29 and also gets one Degree\nof Success, plus another for his size difference, for a total of two\nDegrees of Success, which is enough to win the Opposed Test. Tehoc\nremains held fast by the Krootox.\nguarDeD attack\nType: Full Action\nSubtype: Attack, Concentration, Melee\nThe character performs a careful attack, making sure he\nremains well poised to defend himself. The character suffers\na –10 penalty to his Weapon Skill Test, but he gains a +10\nbonus to all Dodge and Parry Tests until the start of his\nnext Turn.\njump or leap\nType: Full Action\nSubtype: Movement\nThe character can Jump vertically or Leap horizontally. If the\ncharacter is engaged in melee, each opponent he is engaged\nwith can make a free Standard Attack against the character. See\nMovement, page 205, for details on Jumping and Leaping.\nknock-Down\nType: Half Action\nSubtype: Attack\nThe attacker smashes his opponent in the hopes of knocking\nhim off his feet. Make an Opposed Strength Test. If the\nattacker wins, the target is knocked prone and must use a\nStand Action on his Turn to regain his feet. If the attacker\nsucceeds by two or more Degrees of Success, the target also\nsuffers 1d5–3+SB damage, with Armour Points counting\nas double, and one level of Fatigue. If the target wins the\nOpposed Strength Test, he keeps his footing. If the target\nwins by two or more Degrees of Success, the attacker is\nknocked prone instead. If the attacker spent a Half Action to\nmove before performing the Knock-Down attack, he gains a\n+10 bonus to the test.\nmanoeuvre\nType: Half Action\nSubtype: Attack, Melee, Movement\nBy using superior footwork and aggression, the attacker can\nforce his opponent to move one meter in any direction by\nsucceeding at an Opposed Weapon Skill Test. If desired, the\nattacker can advance one meter as well. The opponent cannot\nbe forced into another character or some other obstacle (such\nas wall).\nmove\nType: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a\nnumber of metres equal to his Agility Bonus. As a Full Action,\nhe may move twice that distance. If the Active character ends\nhis movement adjacent to an opponent, he may engage that\nopponent in melee. If the active character moves away from\nan opponent with whom he is engaged, that opponent may\nmake a free Standard Attack against the active character.\nmultIple attacks\nType: Full Action\nSubtype: Attack, Melee or Ranged\nThis action allows the active character to make more than\none attack on his Turn, provided he has the Swift Attack\nor Lightning Attack talent, or is wielding a weapon in his\nsecondary hand. See Two-Weapon Fighting, page 246.\noverwatch\nType: Full Action\nSubtype: Attack, Concentration, Ranged\nThe active character guards a specific area or target, poised to\nshoot at an opportune moment. When Overwatch is declared,\nthe active character establishes a kill zone, which is any\ngeneral area, such as a corridor or treeline, that encompasses a\n45 degree arc in the direction that active character is facing.\nThe active character then specifies either Full Auto\nBurst, Semi-Auto Burst, or Suppressing Fire, along with the\nconditions under which he will perform the chosen attack.\nAt any time the specified conditions are met before the start\nof the character’s next Turn, he can perform that attack. If\nthis attack occurs at the same time as another character’s\nAction, the character with the higher Agility Bonus acts first.\nIf both characters have the same Agility Bonus, they make an\nOpposed Agility Test to see who acts first.\nFleeIng\nSometimes the best course of action in combat is to get\naway from danger by any means necessary. A character\ncan voluntarily flee from an opponent or be forced to flee\nbecause of Fear, a Psychic Power, or some other effect.\nWhen a character flees under his own control, he may\ntake any of the following Actions: Disengage, Move, or\nRun. When a character flees against his will, he must\nperform the Run Action. If a character is engaged in\nmelee with one or more opponents and he flees without\nusing the Disengage Action, each of his opponents gets\na free Standard Attack against the fleeing character. Such\na free attack is made in addition to any other attacks the\ncombatant receives during his Turn.\n\n242\nVIII : Combat\nAdditionally, targets caught in the kill zone must make a\nHard (–20) Pinning Test or become Pinned (see Pinning on\npage 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.\nparry\nType: Reaction\nSubtype: Defence, Melee\nf the active character is wielding a melee weapon capable\nof Parrying, he can attempt to thwart an incoming melee\nattack by making a Challenging (+0) Weapon Skill Test.\nIf the test succeeds, the incoming attack is considered to have\nmissed. If the test fails, the attack connects and Damage is\nrolled normally. Parrying requires no special Skill or Talent,\nbut Parry can only be used to negate a melee attack.\nreaDy\nType: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object\nstowed in a pouch or pocket. A weapon or item can also be\nproperly stowed away with this action (but note that simply\ndropping an item is considered a Free Action). This Action\ncan also be used to do things such as apply a medi-patch,\ninject stimm or some other kind of drug, coat a blade with\npoison, and so forth. Ready can be declared twice in the same\nTurn if it is used on two different weapons or items.\nd\nType: Half, Full, or Extended Action (Varies by Weapon)\nSubtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount\nof time the Reload Action takes depends on the weapon. See\nChapter V: Armoury for details. Note that any Reload\nAction that is spread across more than one Round is an\nExtended Action.\nsemI-auto burst\nType: Full Action\nSubtype: Attack, Ranged\nWith cold precision, the active character shoots a burst of\nsemi-automatic gunfire at his enemies. The attacker must\nbe wielding a ranged weapon capable of semi-automatic\nfire to take this action. If the character has a pistol in each\nhand, both capable of semi-automatic fire, he may fire both\nwith this action (see Two-Weapon Fighting, page 246). The\nattacker makes a Ballistic Skill Test with a +10 bonus. A dice\nresult of 94 to 00 indicates the weapon has Jammed (see\nWeapon Jams, page 249). If he succeeds, the attack scores\na hit normally. Furthermore, every two Degrees of Success\nscore an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s semi-automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits on page 239 to determine the extra Hit\nLocations. Remember, the first hit is always determined by\nreversing the numbers of the dice result made to perform the\ntest (see The Attack, page 244). A character using this Action\nwith a Pistol- or Basic-class weapon may also move up to his\nAgility Bonus in metres. However, if he does so, he gains no\nbonus to his Ballistic Skill Test.\nexample\nHelgath fires a Semi-Auto Burst with his boltgun at a mutant. The\nboltgun has a semi-auto Rate of Fire of 2, so regardless of what\nelse happens, Helgath expends two bolt rounds from his magazine.\nHelgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for\na modified total of 52. He rolls a 23 on his Ballistic Skill Test and\nsucceeds with two Degrees of Success (52, 42, 32). Helgath scores\none hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.\nexample\nScout Freyan fires a Semi-Auto Burst with his Astartes shotgun at\nan Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic\nSkill 46 +10 for firing a Semi-Auto Burst, and +30 for being at\nPoint Blank Range, result in a modified total of 86. Freyan rolls\na 22 on his Ballistic Skill Test and succeeds with an amazing six\nDegrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one\nhit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.\nstanDarD attack\nType: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing\nWeapon Skill, or one ranged attack by testing Ballistic Skill. If\nthe attacking character is unarmed, he can attempt to Grapple\nhis opponent instead of inflicting damage. See Grappling,\npage 246.\n\n243\nVIII: Combat\nstun\nType: Full Action\nSubtype: Attack, Melee\nf the active character is unarmed or armed with a melee weapon,\nhe can strike to Stun instead of attempting to land a killing blow.\nThe attacker makes a Hard (–20) Weapon Skill Test. If the\nattack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.\nsuppressIng FIre\nType: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon\ncapable of fully automatic fire (see Rate of Fire,\npage 141). When\nSuppressing Fire is declared, the active character establishes\na kill zone (or uses one previously established, see Overwatch,\npage 241), which is any general area, such as a corridor or\ntreeline, that encompasses a 45 degree arc in the direction the\nactive character is facing. Then, the active character fires a fully\nautomatic burst and expends the appropriate ammo. All targets\nwithin the kill zone must take a Hard (–20) Pinning Test or\nbecome Pinned (see page 248). Additionally, the active character\nmust make a Hard (–20) Ballistic Skill Test to determine if\nhis wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has\nJammed (see Weapon Jams, page 249). If the Ballistic Skill Test\nsucceeds, the GM assigns the hit to a random target within the\nkill zone. Furthermore, every two Degrees of Success score an\nextra hit against another random victim. Use of the Suppressive\nFire action does not affect the defensive benefits of armour or\ncover. The number of hits scored may not exceed the weapon’s\nfully automatic Rate of Fire. Use Table 8–2: Multiple Hits to\ndetermine Hit Locations for multiple hits against the same target.\nThe active character cannot choose to fail this Ballistic Skill Test.\nNote that Suppressing Fire is a separate Full Action from Full\nAuto Burst and therefore does not benefit from the+20 attack\nbonus Full Auto Burst provides.\nstanD/mount\nType: Half Action\nSubtype: Movement\nf the active character is on the ground, he can stand. If he is\nalready standing, he can mount a riding beast or a vehicle.\nrun\nType: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run\nMovement (see Table 7–4: Movement in Metres/Round on\npage 205). This makes the character harder to hit with ranged\nweapons, but easier prey for melee attacks. Until the beginning of\nthe character’s next turn, ranged attacks made against him suffer a\n–20 penalty to Ballistic Skill Tests, but melee attacks gain a +20\nbonus to Weapon Skill Tests.\ntactIcal aDvance\nType: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover\nto another position of cover. In so doing, he may cover a\ndistance up to his Full Move. For the duration of the move, he\nis considered to benefit from the cover he left, even though he\nis moving in the open for a brief time.\nuse a skIll\nType: Half, Full, or Extended Action (Varies by\ncircumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves\nmaking a Skill Test. This can be an Extended Action,\ndepending on the Skill and the circumstances.\nother actIons\nIf a player wants to do something not covered by the Actions\ndescribed here, the GM should make a judgement about how\nlong something might take and what type of Action it would\nbe. Generally, most Actions should be resolved with some\nsort of test: Characteristic Test, Skill Test, or Opposed Test.\nKeep in mind that a Round is only a few seconds long, which\nis a very limited amount of time to accomplish a task.\nstatus conDItIons\nDuring combat, a character in Deathwatch can often end\nup in various states, usually not to his benefit! A brief\noverview of some common conditions includes:\nHelpless (See page 248): Helpless characters can\ntake no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).\nStunned (See page 249): Stunned characters can take\nno Actions. A Stunned Character is no longer Stunned\nafter a set duration (usually one or two Rounds). Also, a\nStunned Character can spend a Fate Point to no longer be\nStunned.\nUnaware (See page 249): Unaware characters can\ntake no Actions. An Unaware Character is no longer\nUnaware after he has been attacked (successfully or\notherwise!).", + "category": "actions", + "tags": [ + "actions", + "aim", + "charge", + "dodge", + "full auto", + "overwatch", + "parry", + "semi-auto", + "suppressing fire" + ], + "aliases": [ + "aim", + "charge", + "dodge", + "full auto", + "overwatch", + "parry", + "semi-auto", + "suppressing fire" + ], + "relatedRules": [ + "The Attack" + ], + "page": 238, + "pageEnd": 244, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 100 + }, + { + "id": "cr-actions-dodge", + "rule_id": "cr-actions-dodge", + "title": "Dodge", + "summary": "Reaction to negate a hit when allowed.", + "content": "238\nVIII : Combat\nbrace heavy weapon\nType: Half Action\nSubtype: Miscellaneous\nHeavy weapons must be braced before they can be fired\naccurately. Bracing a Heavy weapon can involve using a\nbipod or tripod, propping the weapon up on a windowsill\nor sandbags, or simply assuming a wide stance or kneeling.\nWhen a Heavy weapon is fired without being braced, the\nattacker suffers a –30 to his Ballistic Skill Test. Once a Heavy\nweapon has been braced, the firer cannot move without losing\nthe benefits of bracing. However, the firer can still traverse\nhis weapon 45 degrees or more depending on the type of\nbracing. Melee, Thrown, Pistol, and Basic weapons gain no\nspecial benefit from bracing.\ncalleD shot\nType: Full Action\nSubtypes: Attack, Concentration, Melee or Ranged\nThe active character attempts to attack a specific or vulnerable\narea on his target. The attacker declares a location on his\ntarget (Head, Body, Left Arm, Right Arm, Left Leg, or Right\nLeg) and makes a Hard (–20) Weapon Skill Test or a\nHard (–20) Ballistic Skill Test. If he succeeds, he skips the\nDetermine Hit Location step of the attack and instead hits the\ndeclared location.\ncharge\nType: Full Action\nSubtypes: Attack, Melee, Movement\nThe character rushes at his target and delivers a single\nmelee attack. The target must be at least four metres away,\nbut still within the attacker’s Charge Move. See Table 7–4:\nMovement (Meters/Round) on page 205. The last four\nmetres of the Charge must be in a straight line so the attacker\ncan build speed and line up with his target. The attacker gains\na +10 bonus to his Weapon Skill Test made at the end of the\nCharge. If the Charging character is unarmed, he can attempt\nto Grapple his opponent instead of inflicting damage. See\nGrappling, page 240.\nDeFensIve stance\nType: Full Action\nSubtype: Concentration, Melee\nThe character makes no attacks and instead concentrates\nentirely on self-defence. Until the start of his next Turn,\nthe character can make one additional Reaction, and all\nopponents suffer a –20 penalty to Weapon Skill Tests made\nto attack him.\nDelay\nType: Half Action\nSubtype: Miscellaneous\nnstead of acting immediately, the character waits for an\nopportunity. When a character chooses Delay, his Turn ends,\nbut he reserves a delayed Half Action for later use. Any time\nbefore the start of his next Turn, the character can perform a\ndelayed Half Action of his choice. If the delayed Half Action\nis not used before the start of the character’s next turn, it\nis lost. If two or more characters both attempt to perform\ndelayed Half Actions at the same time, they must make an\nOpposed Agility Test to see who acts first.\nexample\nIt is Helgath’s Turn in the Initiative Order, and he wants to shoot\nthe lictor that is currently Grappling his Battle-Brother Myrdor. If\nHelgath shoots now, he suffers a –20 penalty to his Ballistic Skill\nTest for shooting into melee combat. But, he thinks Myrdor has a\ngood chance of breaking free of the alien’s Grapple on his Turn, so he\nchooses to Delay, which takes a Half Action and ends his Turn. Later\nin the same Round, it is Myrdor’s Turn. He breaks free of the Grapple\nand moves away from the lictor, which is exactly the opportunity\nHelgath was hoping for. Helgath now performs his Delayed Action,\nwhich must be a Half Action since that is all he has remaining, so he\nchooses Standard Attack and shoots the foul xenos.\nDoDge\nType: Reaction\nSubtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\nto make the test. If the test succeeds, the character gets out\nof the way at the last moment and the attack is considered to\nhave missed (and thus no Damage is rolled). If the Dodge Test\nfails, the attack connects and deals Damage normally. Dodge\ncan be used to avoid both melee and ranged attacks.\ndodging auto-Fire and area effect attacks\nSome attacks, such as those made with grenades, flamers,\nor guns firing semi-automatic or fully-automatic bursts, are\nespecially difficult to avoid. When Dodging an area effect\nweapon (such as a flamer), a successful Dodge Test moves\nthe character to the edge of the area of effect, as long as\ncombat abstractIons\nCombat in Deathwatch is fast and furious, designed\nso games don’t become bogged down with minutia.\nAs such, the rules take certain licenses with reality\nand assumptions must be made about what is really\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more\nfavourable combat positions. With this in mind, the\ndefault difficulty for all combat tests is Challenging\n(+0), unless a specific rule states otherwise.\n\n239\nVIII: Combat\nit is no further away than the character’s Agility Bonus in\nmetres. If the character would need to move further than this\nto avoid the attack, then the Dodge Test automatically fails.\nWhen Dodging Full Auto or Semi-Auto Bursts, each Degree\nof Success on the Dodge Test negates one additional hit.\nexample\nBrother Tehoc has just finished hacking apart a squad of Chaos\ncultists in the name of the Emperor when he is shot at by a mutant\nwith a heavy stubber. The mutant fires a Full Auto Burst and gets\ntwo Degrees of Success on his Ballistic Skill Test for a total of three\nhits on Tehoc. A veteran of countless battles, Brother Tehoc’s reflexes\nkick in and he uses his Reaction to attempt to Dodge the attack. His\nAgility is 38 and he has Dodge trained, so he needs to roll 38 or less\non his Dodge Test. He rolls a 15 and gets two Degrees of Success.\nHe has avoided all hits from the Full Auto Burst and escaped all\nDamage—now the mutant will pay for his impudence...\nDIsengage\nType: Full Action\nSubtype: Movement\nThe character breaks off from melee combat and may take a\nHalf Move. Opponents that were engaged with the character\ndo not gain any free attacks. See the Fleeing sidebar for\nmore details.\nFeInt\nType: Half Action\nSubtype: Attack, Melee\nThe character attempts to use guile and combat training to\ntrick his opponent into a mistake. The character and his target\nmake an Opposed Weapon Skill Test. If the active character\nwins, his next melee attack against that same target cannot\nbe Dodged or Parried. If the active character’s next Action\nis anything other than a Standard Attack, the advantage of\nFeinting is lost.\nFocus power\nType: Half, Full, Free, or Extended Action (Varies by\nPower)\nSubtype: Varies by Power\nThis Action is used to manifest Psychic Powers in combat.\nEvery Psychic Power specifies an Action type and one or more\nsubtypes. For more information, see Chapter VI: Psychic\nPowers.\nFull auto burst\nType: Full Action\nSubtype: Attack, Ranged\nThe character hurls a roaring burst of fully automatic gunfire\nat his enemies. The attacker must be wielding a ranged\nweapon capable of fully automatic fire to take this Action.\nIf the character has a pistol in each hand, both capable of\nfully automatic fire, he may fire both with this Action (see\nTwo-Weapon Fighting, page 246). The attacker makes a\nBallistic Skill Test with a +20 bonus. A dice result of 94 to\n00 indicates the weapon has Jammed. If successful, the attack\nscores a hit normally. Furthermore, each Degree of Success\nscores an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s fully automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits to determine the extra Hit Locations.\nRemember, the first hit is always determined by reversing\nthe numbers of the dice result made to perform the test (see\nThe Attack, page 244). A character using this Action with a\nPistol- or Basic-class weapon may also move up to his Agility\nBonus in metres. However, if he does so, he gains no bonus to\nhis Ballistic Skill Test and instead suffers a –10% penalty.\nexample\nBrother Tehoc fires a Full-Auto Burst with his storm bolter at a\ncharging Chaos Space Marine. The storm bolter has a full-auto\nRate of Fire of 4, so regardless of what else happens, Tehoc expends\n4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a\nFull-Auto Burst, for a modified total of 65. He rolls a 32 on his\nBallistic Skill Test and succeeds with three Degrees of Success (65,\n55, 45, 35). Tehoc scores one hit because he succeeded and three\nextra hits because of his three Degrees of Success. The first hit strikes\nthe Chaos Space Marine’s left arm, which is determined by reversing\nhis Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple\nHits is then consulted which indicates that the second hit also strikes\nthe Traitor Marine’s arm, the third hit strikes his body, and the\nfourth strikes his head. Tehoc would then make four Damage rolls,\none for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Full-Auto Burst at Point Blank Range, any extra hits\nfrom Scatter and Full-Auto Burst are calculated separately and\nboth applied.\nTable 8–2: Multiple Hits\nFirst Hit\nSecond Hit\nThird Hit\nFourth Hit\nFifth Hit\nEach Additional Hit\nHead\nHead\nArm\nBody\nArm\nBody\nArm\nArm\nBody\nHead\nBody\nArm\nBody\nBody\nArm\nHead\nArm\nBody\nLeg\nLeg\nBody\nArm\nHead\nBody", + "category": "actions", + "tags": [ + "actions", + "dodge reaction" + ], + "aliases": [ + "dodge reaction" + ], + "relatedRules": [ + "Parry", + "The Attack" + ], + "page": 239, + "pageEnd": 240, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-actions-full-auto-burst", + "rule_id": "cr-actions-full-auto-burst", + "title": "Full Auto Burst", + "summary": "Full Action ranged attack with additional hits per degree of success.", + "content": "239\nVIII: Combat\nit is no further away than the character’s Agility Bonus in\nmetres. If the character would need to move further than this\nto avoid the attack, then the Dodge Test automatically fails.\nWhen Dodging Full Auto or Semi-Auto Bursts, each Degree\nof Success on the Dodge Test negates one additional hit.\nexample\nBrother Tehoc has just finished hacking apart a squad of Chaos\ncultists in the name of the Emperor when he is shot at by a mutant\nwith a heavy stubber. The mutant fires a Full Auto Burst and gets\ntwo Degrees of Success on his Ballistic Skill Test for a total of three\nhits on Tehoc. A veteran of countless battles, Brother Tehoc’s reflexes\nkick in and he uses his Reaction to attempt to Dodge the attack. His\nAgility is 38 and he has Dodge trained, so he needs to roll 38 or less\non his Dodge Test. He rolls a 15 and gets two Degrees of Success.\nHe has avoided all hits from the Full Auto Burst and escaped all\nDamage—now the mutant will pay for his impudence...\nDIsengage\nType: Full Action\nSubtype: Movement\nThe character breaks off from melee combat and may take a\nHalf Move. Opponents that were engaged with the character\ndo not gain any free attacks. See the Fleeing sidebar for\nmore details.\nFeInt\nType: Half Action\nSubtype: Attack, Melee\nThe character attempts to use guile and combat training to\ntrick his opponent into a mistake. The character and his target\nmake an Opposed Weapon Skill Test. If the active character\nwins, his next melee attack against that same target cannot\nbe Dodged or Parried. If the active character’s next Action\nis anything other than a Standard Attack, the advantage of\nFeinting is lost.\nFocus power\nType: Half, Full, Free, or Extended Action (Varies by\nPower)\nSubtype: Varies by Power\nThis Action is used to manifest Psychic Powers in combat.\nEvery Psychic Power specifies an Action type and one or more\nsubtypes. For more information, see Chapter VI: Psychic\nPowers.\nFull auto burst\nType: Full Action\nSubtype: Attack, Ranged\nThe character hurls a roaring burst of fully automatic gunfire\nat his enemies. The attacker must be wielding a ranged\nweapon capable of fully automatic fire to take this Action.\nIf the character has a pistol in each hand, both capable of\nfully automatic fire, he may fire both with this Action (see\nTwo-Weapon Fighting, page 246). The attacker makes a\nBallistic Skill Test with a +20 bonus. A dice result of 94 to\n00 indicates the weapon has Jammed. If successful, the attack\nscores a hit normally. Furthermore, each Degree of Success\nscores an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s fully automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits to determine the extra Hit Locations.\nRemember, the first hit is always determined by reversing\nthe numbers of the dice result made to perform the test (see\nThe Attack, page 244). A character using this Action with a\nPistol- or Basic-class weapon may also move up to his Agility\nBonus in metres. However, if he does so, he gains no bonus to\nhis Ballistic Skill Test and instead suffers a –10% penalty.\nexample\nBrother Tehoc fires a Full-Auto Burst with his storm bolter at a\ncharging Chaos Space Marine. The storm bolter has a full-auto\nRate of Fire of 4, so regardless of what else happens, Tehoc expends\n4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a\nFull-Auto Burst, for a modified total of 65. He rolls a 32 on his\nBallistic Skill Test and succeeds with three Degrees of Success (65,\n55, 45, 35). Tehoc scores one hit because he succeeded and three\nextra hits because of his three Degrees of Success. The first hit strikes\nthe Chaos Space Marine’s left arm, which is determined by reversing\nhis Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple\nHits is then consulted which indicates that the second hit also strikes\nthe Traitor Marine’s arm, the third hit strikes his body, and the\nfourth strikes his head. Tehoc would then make four Damage rolls,\none for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Full-Auto Burst at Point Blank Range, any extra hits\nfrom Scatter and Full-Auto Burst are calculated separately and\nboth applied.\nTable 8–2: Multiple Hits\nFirst Hit\nSecond Hit\nThird Hit\nFourth Hit\nFifth Hit\nEach Additional Hit\nHead\nHead\nArm\nBody\nArm\nBody\nArm\nArm\nBody\nHead\nBody\nArm\nBody\nBody\nArm\nHead\nArm\nBody\nLeg\nLeg\nBody\nArm\nHead\nBody", + "category": "actions", + "tags": [ + "actions", + "automatic fire", + "full auto" + ], + "aliases": [ + "automatic fire", + "full auto" + ], + "relatedRules": [ + "Semi-Auto Burst", + "Weapon Jams" + ], + "page": 240, + "pageEnd": 240, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-actions-overwatch", + "rule_id": "cr-actions-overwatch", + "title": "Overwatch", + "summary": "Establish a kill zone and fire when targets enter it.", + "content": "240\nVIII : Combat\nexample\nHelgath fires a Full-Auto Burst with a modified Astartes combat\nshotgun at a genestealer who is at Point Blank Range. The combat\nshotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is\n38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank\nRange, and –20 because he does not have training with the weapon,\nfor a modified total of 68. Helgath rolls a 37 on his Ballistic Skill\nTest and succeeds with three Degrees of Success (68, 58, 48, 38).\nHe scores one hit on the genestealer because he succeeded, and three\nextra hits thanks to his three Degrees of Success. Furthermore, the\nScatter special quality grants an extra hit for every two Degrees of\nSuccess when the weapon is fired at Point Blank Range, which means\nHelgath scores another extra hit for a grand total of five hits. If\nHelgath is lucky, it will be enough to put the beast down...\ngrapple\nType: Half or Full Action\nSubtype: Attack, Melee\nThis action is only used when a character is already engaged in a\nGrapple. See Grappling, page 246, for rules on starting a Grapple.\nIf the active character is controlling the Grapple, the first thing\nhe must do on his Turn is declare Grapple as a Full Action in\norder to maintain the Grapple; if he does not declare Grapple as\na Full Action, the Grapple immediately ends. After that, he can\nchoose one of the following Controller Grapple Options:\ncontroller grapple options\n• Damage Opponent: The controller of the Grapple can\nattempt to damage his opponent with brute force by making\nan Opposed Strength Test with the Grappled opponent.\nIf the active character wins, he inflicts unarmed Damage\n(1d5–3+SB with Armour Points counting double) to his\nopponent’s body location and one level of Fatigue. If the\nGrappled opponent wins the Opposed Strength Test, no\nDamage is dealt, but he is still Grappled. This action can\nbenefit from Assistance.\n• Throw Down Opponent: The controller of the Grapple\ncan attempt to wrestle his Grappled opponent to the\nground by making an Opposed Strength Test. This test\ncan benefit from Assistance. If the active character wins,\nthe Grappled opponent becomes prone.\n• Push Opponent: The controller of the Grapple can attempt\nto force his Grappled opponent to move. This is resolved\nwith an Opposed Strength Test, which can benefit from\nAssistance. If the active character succeeds, he pushes his\nopponent one meter in a direction of his choice, plus one\nadditional metre for each Degree of Success. This pushed\ndistance cannot exceed the active character’s Half Move\ndistance. The active character must move with his Grappled\nopponent in order to maintain the Grapple, or he can\nchoose to let go of his opponent, which ends the Grapple,\nbut allows the active character to keep his ground.\n• Ready: The controller of the Grapple can ready one\nof his own items. Or if the GM allows, he can use the\nReady Action to grab an item belonging to his Grappled\nopponent.\n• Stand: If both Grappling participants are on the ground,\nthe controller of the Grapple can regain his feet with this\naction. He can also attempt to drag his Grappled opponent\nup with him by making an Opposed Strength Test. This\ntest can benefit from Assistance. If the controller of the\nGrapple wins, both participants stand.\n• Use Item: The controller of the Grapple can use a\nreadied item.\nIf the active character is the target of the Grapple, the first\nthing he must do on his Turn is declare Grapple as a Half\nAction—this is part of the penalty for being Grappled. After\nthat, he can choose one of the following Grappled Target\nOptions:\ngrappled target options\n• Break Free: The Grappled target can attempt to break\nfree of the Grapple by making an Opposed Strength Test\nwith the controller of the Grapple. This test can benefit\nfrom Assistance. If the active character wins, he breaks\nfree and may perform any Half Action.\n• Slip Free: The Grappled target can attempt to wriggle\nout of the Grapple by making a Challenging (+0)\nContortionist Skill Test. If he succeeds, he slips free and\nmay perform any Half Action.\n• Take Control: The Grappled target can attempt to take\ncontrol of the Grapple by making an Opposed Strength\nTest with his Grappling opponent. This test can benefit\nfrom Assistance. If the active character wins, he becomes\nthe controller of the Grapple and his opponent becomes\nthe Grappled target. The active character may then\nimmediately perform one of the Controller Grapple\nOptions, but he cannot take any other Half Actions.\nexample\nBrother Tehoc is Grappling an ork atop an elevated platform. It is\nTehoc’s Turn in the Initiative Order, and since he is in control of the\nGrapple, he decides to attempt to push the ork toward the edge of the\nplatform. The GM calls for an Opposed Strength Test. Tehoc has a\nStrength of 45 and rolls a 44—a success. The Ork has a Strength of\n41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes\nthe Ork one meter toward the edge of the platform. Tehoc also moves\nwith the Ork because he wants to maintain control of the Grapple. On\nthe Ork’s Turn, it decides to attempt to take control of the Grapple\nby making an Opposed Strength Test with Tehoc. The Ork rolls a 29\nand gets one Degree of Success, and Tehoc rolls a 39 and gets a success.\nThe Ork wins the Opposed Test because he counted more Degrees of\nSuccess than Tehoc. The Ork is now in control of the Grapple and\nwill have more options available to it on his next Turn.\nsize differences\nIf one participating Grappler is larger than the other (see page\n249), the larger Grappler counts an extra Degree of Success\nper size category difference on all successful Opposed Tests\nperformed within the Grapple.\n\n241\nVIII: Combat\nexample\nTehoc is being Grappled in the jaws of a Tau Krootox. Both\ncombatants have Strengths of 45, but the Krootox’s size is Enormous,\nwhich is one size category larger than Tehoc’s Hulking size in his\narmour. On his Turn, Tehoc attempts to break free of the Grapple\nby making an Opposed Strength Test. Tehoc rolls a 26 and gets one\nDegree of Success. The Krootox rolls a 29 and also gets one Degree\nof Success, plus another for his size difference, for a total of two\nDegrees of Success, which is enough to win the Opposed Test. Tehoc\nremains held fast by the Krootox.\nguarDeD attack\nType: Full Action\nSubtype: Attack, Concentration, Melee\nThe character performs a careful attack, making sure he\nremains well poised to defend himself. The character suffers\na –10 penalty to his Weapon Skill Test, but he gains a +10\nbonus to all Dodge and Parry Tests until the start of his\nnext Turn.\njump or leap\nType: Full Action\nSubtype: Movement\nThe character can Jump vertically or Leap horizontally. If the\ncharacter is engaged in melee, each opponent he is engaged\nwith can make a free Standard Attack against the character. See\nMovement, page 205, for details on Jumping and Leaping.\nknock-Down\nType: Half Action\nSubtype: Attack\nThe attacker smashes his opponent in the hopes of knocking\nhim off his feet. Make an Opposed Strength Test. If the\nattacker wins, the target is knocked prone and must use a\nStand Action on his Turn to regain his feet. If the attacker\nsucceeds by two or more Degrees of Success, the target also\nsuffers 1d5–3+SB damage, with Armour Points counting\nas double, and one level of Fatigue. If the target wins the\nOpposed Strength Test, he keeps his footing. If the target\nwins by two or more Degrees of Success, the attacker is\nknocked prone instead. If the attacker spent a Half Action to\nmove before performing the Knock-Down attack, he gains a\n+10 bonus to the test.\nmanoeuvre\nType: Half Action\nSubtype: Attack, Melee, Movement\nBy using superior footwork and aggression, the attacker can\nforce his opponent to move one meter in any direction by\nsucceeding at an Opposed Weapon Skill Test. If desired, the\nattacker can advance one meter as well. The opponent cannot\nbe forced into another character or some other obstacle (such\nas wall).\nmove\nType: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a\nnumber of metres equal to his Agility Bonus. As a Full Action,\nhe may move twice that distance. If the Active character ends\nhis movement adjacent to an opponent, he may engage that\nopponent in melee. If the active character moves away from\nan opponent with whom he is engaged, that opponent may\nmake a free Standard Attack against the active character.\nmultIple attacks\nType: Full Action\nSubtype: Attack, Melee or Ranged\nThis action allows the active character to make more than\none attack on his Turn, provided he has the Swift Attack\nor Lightning Attack talent, or is wielding a weapon in his\nsecondary hand. See Two-Weapon Fighting, page 246.\noverwatch\nType: Full Action\nSubtype: Attack, Concentration, Ranged\nThe active character guards a specific area or target, poised to\nshoot at an opportune moment. When Overwatch is declared,\nthe active character establishes a kill zone, which is any\ngeneral area, such as a corridor or treeline, that encompasses a\n45 degree arc in the direction that active character is facing.\nThe active character then specifies either Full Auto\nBurst, Semi-Auto Burst, or Suppressing Fire, along with the\nconditions under which he will perform the chosen attack.\nAt any time the specified conditions are met before the start\nof the character’s next Turn, he can perform that attack. If\nthis attack occurs at the same time as another character’s\nAction, the character with the higher Agility Bonus acts first.\nIf both characters have the same Agility Bonus, they make an\nOpposed Agility Test to see who acts first.\nFleeIng\nSometimes the best course of action in combat is to get\naway from danger by any means necessary. A character\ncan voluntarily flee from an opponent or be forced to flee\nbecause of Fear, a Psychic Power, or some other effect.\nWhen a character flees under his own control, he may\ntake any of the following Actions: Disengage, Move, or\nRun. When a character flees against his will, he must\nperform the Run Action. If a character is engaged in\nmelee with one or more opponents and he flees without\nusing the Disengage Action, each of his opponents gets\na free Standard Attack against the fleeing character. Such\na free attack is made in addition to any other attacks the\ncombatant receives during his Turn.", + "category": "actions", + "tags": [ + "actions", + "kill zone", + "overwatch" + ], + "aliases": [ + "kill zone", + "overwatch" + ], + "relatedRules": [ + "Pinning", + "Suppressing Fire" + ], + "page": 241, + "pageEnd": 242, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-actions-parry", + "rule_id": "cr-actions-parry", + "title": "Parry", + "summary": "Reaction using Weapon Skill to negate a melee hit.", + "content": "242\nVIII : Combat\nAdditionally, targets caught in the kill zone must make a\nHard (–20) Pinning Test or become Pinned (see Pinning on\npage 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.\nparry\nType: Reaction\nSubtype: Defence, Melee\nf the active character is wielding a melee weapon capable\nof Parrying, he can attempt to thwart an incoming melee\nattack by making a Challenging (+0) Weapon Skill Test.\nIf the test succeeds, the incoming attack is considered to have\nmissed. If the test fails, the attack connects and Damage is\nrolled normally. Parrying requires no special Skill or Talent,\nbut Parry can only be used to negate a melee attack.\nreaDy\nType: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object\nstowed in a pouch or pocket. A weapon or item can also be\nproperly stowed away with this action (but note that simply\ndropping an item is considered a Free Action). This Action\ncan also be used to do things such as apply a medi-patch,\ninject stimm or some other kind of drug, coat a blade with\npoison, and so forth. Ready can be declared twice in the same\nTurn if it is used on two different weapons or items.\nd\nType: Half, Full, or Extended Action (Varies by Weapon)\nSubtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount\nof time the Reload Action takes depends on the weapon. See\nChapter V: Armoury for details. Note that any Reload\nAction that is spread across more than one Round is an\nExtended Action.\nsemI-auto burst\nType: Full Action\nSubtype: Attack, Ranged\nWith cold precision, the active character shoots a burst of\nsemi-automatic gunfire at his enemies. The attacker must\nbe wielding a ranged weapon capable of semi-automatic\nfire to take this action. If the character has a pistol in each\nhand, both capable of semi-automatic fire, he may fire both\nwith this action (see Two-Weapon Fighting, page 246). The\nattacker makes a Ballistic Skill Test with a +10 bonus. A dice\nresult of 94 to 00 indicates the weapon has Jammed (see\nWeapon Jams, page 249). If he succeeds, the attack scores\na hit normally. Furthermore, every two Degrees of Success\nscore an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s semi-automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits on page 239 to determine the extra Hit\nLocations. Remember, the first hit is always determined by\nreversing the numbers of the dice result made to perform the\ntest (see The Attack, page 244). A character using this Action\nwith a Pistol- or Basic-class weapon may also move up to his\nAgility Bonus in metres. However, if he does so, he gains no\nbonus to his Ballistic Skill Test.\nexample\nHelgath fires a Semi-Auto Burst with his boltgun at a mutant. The\nboltgun has a semi-auto Rate of Fire of 2, so regardless of what\nelse happens, Helgath expends two bolt rounds from his magazine.\nHelgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for\na modified total of 52. He rolls a 23 on his Ballistic Skill Test and\nsucceeds with two Degrees of Success (52, 42, 32). Helgath scores\none hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.\nexample\nScout Freyan fires a Semi-Auto Burst with his Astartes shotgun at\nan Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic\nSkill 46 +10 for firing a Semi-Auto Burst, and +30 for being at\nPoint Blank Range, result in a modified total of 86. Freyan rolls\na 22 on his Ballistic Skill Test and succeeds with an amazing six\nDegrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one\nhit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.\nstanDarD attack\nType: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing\nWeapon Skill, or one ranged attack by testing Ballistic Skill. If\nthe attacking character is unarmed, he can attempt to Grapple\nhis opponent instead of inflicting damage. See Grappling,\npage 246.\n\n243\nVIII: Combat\nstun\nType: Full Action\nSubtype: Attack, Melee\nf the active character is unarmed or armed with a melee weapon,\nhe can strike to Stun instead of attempting to land a killing blow.\nThe attacker makes a Hard (–20) Weapon Skill Test. If the\nattack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.\nsuppressIng FIre\nType: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon\ncapable of fully automatic fire (see Rate of Fire,\npage 141). When\nSuppressing Fire is declared, the active character establishes\na kill zone (or uses one previously established, see Overwatch,\npage 241), which is any general area, such as a corridor or\ntreeline, that encompasses a 45 degree arc in the direction the\nactive character is facing. Then, the active character fires a fully\nautomatic burst and expends the appropriate ammo. All targets\nwithin the kill zone must take a Hard (–20) Pinning Test or\nbecome Pinned (see page 248). Additionally, the active character\nmust make a Hard (–20) Ballistic Skill Test to determine if\nhis wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has\nJammed (see Weapon Jams, page 249). If the Ballistic Skill Test\nsucceeds, the GM assigns the hit to a random target within the\nkill zone. Furthermore, every two Degrees of Success score an\nextra hit against another random victim. Use of the Suppressive\nFire action does not affect the defensive benefits of armour or\ncover. The number of hits scored may not exceed the weapon’s\nfully automatic Rate of Fire. Use Table 8–2: Multiple Hits to\ndetermine Hit Locations for multiple hits against the same target.\nThe active character cannot choose to fail this Ballistic Skill Test.\nNote that Suppressing Fire is a separate Full Action from Full\nAuto Burst and therefore does not benefit from the+20 attack\nbonus Full Auto Burst provides.\nstanD/mount\nType: Half Action\nSubtype: Movement\nf the active character is on the ground, he can stand. If he is\nalready standing, he can mount a riding beast or a vehicle.\nrun\nType: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run\nMovement (see Table 7–4: Movement in Metres/Round on\npage 205). This makes the character harder to hit with ranged\nweapons, but easier prey for melee attacks. Until the beginning of\nthe character’s next turn, ranged attacks made against him suffer a\n–20 penalty to Ballistic Skill Tests, but melee attacks gain a +20\nbonus to Weapon Skill Tests.\ntactIcal aDvance\nType: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover\nto another position of cover. In so doing, he may cover a\ndistance up to his Full Move. For the duration of the move, he\nis considered to benefit from the cover he left, even though he\nis moving in the open for a brief time.\nuse a skIll\nType: Half, Full, or Extended Action (Varies by\ncircumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves\nmaking a Skill Test. This can be an Extended Action,\ndepending on the Skill and the circumstances.\nother actIons\nIf a player wants to do something not covered by the Actions\ndescribed here, the GM should make a judgement about how\nlong something might take and what type of Action it would\nbe. Generally, most Actions should be resolved with some\nsort of test: Characteristic Test, Skill Test, or Opposed Test.\nKeep in mind that a Round is only a few seconds long, which\nis a very limited amount of time to accomplish a task.\nstatus conDItIons\nDuring combat, a character in Deathwatch can often end\nup in various states, usually not to his benefit! A brief\noverview of some common conditions includes:\nHelpless (See page 248): Helpless characters can\ntake no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).\nStunned (See page 249): Stunned characters can take\nno Actions. A Stunned Character is no longer Stunned\nafter a set duration (usually one or two Rounds). Also, a\nStunned Character can spend a Fate Point to no longer be\nStunned.\nUnaware (See page 249): Unaware characters can\ntake no Actions. An Unaware Character is no longer\nUnaware after he has been attacked (successfully or\notherwise!).\n\n244\nVIII : Combat\nThe Attack\nT\nhe most common Action in combat is the attack—the\ncharacters are fighting, after all. Whether armed with a\nmelee or ranged weapon, the process is the same. Before\nan attack is made, the GM should verify that the attack is even\npossible by checking the basic requirements for the attack.\nMelee attacks require the attacker to be engaged in melee\ncombat with his target. Ranged attacks cannot be made if the\nattacker is engaged in melee unless he is firing a pistol class\nweapon. In either case, the attacker must be aware of his target.\nSee the Spray and Pray sidebar for additional information.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test\n• Step Three: Attacker Determine Hit Location\n• Step Four: Attacker Determines Damage\n• Step Five: Target Applies Damage\nstep one: apply moDIFIers to\nattacker’s characterIstIc\nA melee attack requires the attacker to make a Weapon Skill Test.\nA ranged attack requires the attacker to make a Ballistic Skill\nTest. There are many instances where one or more factors make\nperforming an attack easier or more difficult than normal. For\nexample, using the Full Auto Burst attack action grants a +20\nbonus to the attacker’s Ballistic Skill Test. If a situation calls for\ntwo or more bonuses or penalties, simply combine all modifiers\ntogether and apply the total to the appropriate Characteristic.\nThe maximum total bonus that can be applied to a test is +60.\nConversely, the maximum total penalty that can be applied to a\ntest is –60. When adjudicating difficulty, common sense should\nprevail. Regardless of the usual limits on test penalties, some\nActions are simply impossible.\nexample\nHelgath wants to use a Standard Attack action to shoot his bolt pistol at\na giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic\nSkill is 45 and he is at Short Range, which grants him a +10 bonus.\nHelgath spends a Half Action to Aim, granting him another +10\nbonus. However, there is a lot of heavy mist in the area so Helgath\nwill suffer a –20 penalty for that, and his target, the squig, is engaged\nin melee with Myrdor, so Helgath will also suffer –20 penalty for\nshooting into melee combat. After all bonuses and penalties have been\ncombined, Helgath will need to roll 25 or less on his Ballistic Skill\nTest to hit the squig (45 + 10 + 10 - 20 - 20 = 25).\nstep two: attacker makes a test\nAfter the modified Characteristic has been determined, the\nattacker makes a Weapon Skill Test if he is performing a melee\nattack or a Ballistic Skill Test if performing a ranged attack.\nBoth of these are resolved like any other test. If the roll is\nequal or less than the modified Characteristic, the attack hits\n(but see Dodge and Parry Reactions, below).\nexample\nHelgath makes a Ballistic Skill Test by rolling percentile dice and\ngets 14, which is less than his modified Ballistic Skill of 25. His\nattack hits the giant squig.\nDoDge anD parry reactIons\nWhen a target is hit by an attack, it may have a chance to\nnegate the hit with a Dodge or Parry Reaction. See Combat\nActions, page 236 for details on resolving each of these\nReactions. If the Dodge or Parry attempt is successful, the\nattack is negated and no Damage is dealt.\nexample\nAfter Helgath’s bolt pistol shot hits the giant squig, the GM rules\nthat the creature will attempt to Dodge the attack. The creature’s\nAgility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nattack.\nstep three: attacker DetermInes\nhIt locatIon\nOn a successful hit, the attacker needs to determine where the\nhit landed. Using the percentile dice result from the attacker’s\nWeapon Skill or Ballistic Skill Test, reverse the order of the\ndigits (e.g. a roll of 32 becomes 23, a roll of 20 becomes\n02, and so on) and compare this number to Table 8–2: Hit\nLocations.\nexample\nHelgath’s Ballistic Skill Test to hit the giant squig resulted in\na percentile dice roll of 14. He reverses these digits and gets 41.\nConsulting Table 8–2: Hit Locations, he sees he has hit the giant\nsquig’s body.\nstep Four: attacker DetermInes\nDamage\nAfter the hit location has been determined, the attacker\ndetermines the Damage dealt by his attack. Each weapon has\na Damage listing, which is usually a die roll, plus or minus\nTable 8–3: Hit Locations\nRoll\nLocation\n01–10\nHead\n11–20\nRight Arm\n21–30\nLeft Arm\n31–70\nBody\n71–85\nRight Leg\n86-00\nLeft Leg", + "category": "actions", + "tags": [ + "actions", + "parry reaction" + ], + "aliases": [ + "parry reaction" + ], + "relatedRules": [ + "Dodge", + "The Attack" + ], "page": 243, + "pageEnd": 245, "source": "Core Rulebook", "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-actions-semi-auto-burst", + "rule_id": "cr-actions-semi-auto-burst", + "title": "Semi-Auto Burst", + "summary": "Ranged attack mode with additional hits every two degrees of success.", + "content": "241\nVIII: Combat\nexample\nTehoc is being Grappled in the jaws of a Tau Krootox. Both\ncombatants have Strengths of 45, but the Krootox’s size is Enormous,\nwhich is one size category larger than Tehoc’s Hulking size in his\narmour. On his Turn, Tehoc attempts to break free of the Grapple\nby making an Opposed Strength Test. Tehoc rolls a 26 and gets one\nDegree of Success. The Krootox rolls a 29 and also gets one Degree\nof Success, plus another for his size difference, for a total of two\nDegrees of Success, which is enough to win the Opposed Test. Tehoc\nremains held fast by the Krootox.\nguarDeD attack\nType: Full Action\nSubtype: Attack, Concentration, Melee\nThe character performs a careful attack, making sure he\nremains well poised to defend himself. The character suffers\na –10 penalty to his Weapon Skill Test, but he gains a +10\nbonus to all Dodge and Parry Tests until the start of his\nnext Turn.\njump or leap\nType: Full Action\nSubtype: Movement\nThe character can Jump vertically or Leap horizontally. If the\ncharacter is engaged in melee, each opponent he is engaged\nwith can make a free Standard Attack against the character. See\nMovement, page 205, for details on Jumping and Leaping.\nknock-Down\nType: Half Action\nSubtype: Attack\nThe attacker smashes his opponent in the hopes of knocking\nhim off his feet. Make an Opposed Strength Test. If the\nattacker wins, the target is knocked prone and must use a\nStand Action on his Turn to regain his feet. If the attacker\nsucceeds by two or more Degrees of Success, the target also\nsuffers 1d5–3+SB damage, with Armour Points counting\nas double, and one level of Fatigue. If the target wins the\nOpposed Strength Test, he keeps his footing. If the target\nwins by two or more Degrees of Success, the attacker is\nknocked prone instead. If the attacker spent a Half Action to\nmove before performing the Knock-Down attack, he gains a\n+10 bonus to the test.\nmanoeuvre\nType: Half Action\nSubtype: Attack, Melee, Movement\nBy using superior footwork and aggression, the attacker can\nforce his opponent to move one meter in any direction by\nsucceeding at an Opposed Weapon Skill Test. If desired, the\nattacker can advance one meter as well. The opponent cannot\nbe forced into another character or some other obstacle (such\nas wall).\nmove\nType: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a\nnumber of metres equal to his Agility Bonus. As a Full Action,\nhe may move twice that distance. If the Active character ends\nhis movement adjacent to an opponent, he may engage that\nopponent in melee. If the active character moves away from\nan opponent with whom he is engaged, that opponent may\nmake a free Standard Attack against the active character.\nmultIple attacks\nType: Full Action\nSubtype: Attack, Melee or Ranged\nThis action allows the active character to make more than\none attack on his Turn, provided he has the Swift Attack\nor Lightning Attack talent, or is wielding a weapon in his\nsecondary hand. See Two-Weapon Fighting, page 246.\noverwatch\nType: Full Action\nSubtype: Attack, Concentration, Ranged\nThe active character guards a specific area or target, poised to\nshoot at an opportune moment. When Overwatch is declared,\nthe active character establishes a kill zone, which is any\ngeneral area, such as a corridor or treeline, that encompasses a\n45 degree arc in the direction that active character is facing.\nThe active character then specifies either Full Auto\nBurst, Semi-Auto Burst, or Suppressing Fire, along with the\nconditions under which he will perform the chosen attack.\nAt any time the specified conditions are met before the start\nof the character’s next Turn, he can perform that attack. If\nthis attack occurs at the same time as another character’s\nAction, the character with the higher Agility Bonus acts first.\nIf both characters have the same Agility Bonus, they make an\nOpposed Agility Test to see who acts first.\nFleeIng\nSometimes the best course of action in combat is to get\naway from danger by any means necessary. A character\ncan voluntarily flee from an opponent or be forced to flee\nbecause of Fear, a Psychic Power, or some other effect.\nWhen a character flees under his own control, he may\ntake any of the following Actions: Disengage, Move, or\nRun. When a character flees against his will, he must\nperform the Run Action. If a character is engaged in\nmelee with one or more opponents and he flees without\nusing the Disengage Action, each of his opponents gets\na free Standard Attack against the fleeing character. Such\na free attack is made in addition to any other attacks the\ncombatant receives during his Turn.\n\n242\nVIII : Combat\nAdditionally, targets caught in the kill zone must make a\nHard (–20) Pinning Test or become Pinned (see Pinning on\npage 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.\nparry\nType: Reaction\nSubtype: Defence, Melee\nf the active character is wielding a melee weapon capable\nof Parrying, he can attempt to thwart an incoming melee\nattack by making a Challenging (+0) Weapon Skill Test.\nIf the test succeeds, the incoming attack is considered to have\nmissed. If the test fails, the attack connects and Damage is\nrolled normally. Parrying requires no special Skill or Talent,\nbut Parry can only be used to negate a melee attack.\nreaDy\nType: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object\nstowed in a pouch or pocket. A weapon or item can also be\nproperly stowed away with this action (but note that simply\ndropping an item is considered a Free Action). This Action\ncan also be used to do things such as apply a medi-patch,\ninject stimm or some other kind of drug, coat a blade with\npoison, and so forth. Ready can be declared twice in the same\nTurn if it is used on two different weapons or items.\nd\nType: Half, Full, or Extended Action (Varies by Weapon)\nSubtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount\nof time the Reload Action takes depends on the weapon. See\nChapter V: Armoury for details. Note that any Reload\nAction that is spread across more than one Round is an\nExtended Action.\nsemI-auto burst\nType: Full Action\nSubtype: Attack, Ranged\nWith cold precision, the active character shoots a burst of\nsemi-automatic gunfire at his enemies. The attacker must\nbe wielding a ranged weapon capable of semi-automatic\nfire to take this action. If the character has a pistol in each\nhand, both capable of semi-automatic fire, he may fire both\nwith this action (see Two-Weapon Fighting, page 246). The\nattacker makes a Ballistic Skill Test with a +10 bonus. A dice\nresult of 94 to 00 indicates the weapon has Jammed (see\nWeapon Jams, page 249). If he succeeds, the attack scores\na hit normally. Furthermore, every two Degrees of Success\nscore an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s semi-automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits on page 239 to determine the extra Hit\nLocations. Remember, the first hit is always determined by\nreversing the numbers of the dice result made to perform the\ntest (see The Attack, page 244). A character using this Action\nwith a Pistol- or Basic-class weapon may also move up to his\nAgility Bonus in metres. However, if he does so, he gains no\nbonus to his Ballistic Skill Test.\nexample\nHelgath fires a Semi-Auto Burst with his boltgun at a mutant. The\nboltgun has a semi-auto Rate of Fire of 2, so regardless of what\nelse happens, Helgath expends two bolt rounds from his magazine.\nHelgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for\na modified total of 52. He rolls a 23 on his Ballistic Skill Test and\nsucceeds with two Degrees of Success (52, 42, 32). Helgath scores\none hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.\nexample\nScout Freyan fires a Semi-Auto Burst with his Astartes shotgun at\nan Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic\nSkill 46 +10 for firing a Semi-Auto Burst, and +30 for being at\nPoint Blank Range, result in a modified total of 86. Freyan rolls\na 22 on his Ballistic Skill Test and succeeds with an amazing six\nDegrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one\nhit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.\nstanDarD attack\nType: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing\nWeapon Skill, or one ranged attack by testing Ballistic Skill. If\nthe attacking character is unarmed, he can attempt to Grapple\nhis opponent instead of inflicting damage. See Grappling,\npage 246.", + "category": "actions", + "tags": [ + "actions", + "semi auto", + "semi-auto" + ], + "aliases": [ + "semi auto", + "semi-auto" + ], + "relatedRules": [ + "Full Auto Burst", + "Weapon Jams" + ], + "page": 242, + "pageEnd": 243, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-actions-suppressing-fire", + "rule_id": "cr-actions-suppressing-fire", + "title": "Suppressing Fire", + "summary": "Full Auto fire to force Pinning and threaten a kill zone.", + "content": "243\nVIII: Combat\nstun\nType: Full Action\nSubtype: Attack, Melee\nf the active character is unarmed or armed with a melee weapon,\nhe can strike to Stun instead of attempting to land a killing blow.\nThe attacker makes a Hard (–20) Weapon Skill Test. If the\nattack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.\nsuppressIng FIre\nType: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon\ncapable of fully automatic fire (see Rate of Fire,\npage 141). When\nSuppressing Fire is declared, the active character establishes\na kill zone (or uses one previously established, see Overwatch,\npage 241), which is any general area, such as a corridor or\ntreeline, that encompasses a 45 degree arc in the direction the\nactive character is facing. Then, the active character fires a fully\nautomatic burst and expends the appropriate ammo. All targets\nwithin the kill zone must take a Hard (–20) Pinning Test or\nbecome Pinned (see page 248). Additionally, the active character\nmust make a Hard (–20) Ballistic Skill Test to determine if\nhis wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has\nJammed (see Weapon Jams, page 249). If the Ballistic Skill Test\nsucceeds, the GM assigns the hit to a random target within the\nkill zone. Furthermore, every two Degrees of Success score an\nextra hit against another random victim. Use of the Suppressive\nFire action does not affect the defensive benefits of armour or\ncover. The number of hits scored may not exceed the weapon’s\nfully automatic Rate of Fire. Use Table 8–2: Multiple Hits to\ndetermine Hit Locations for multiple hits against the same target.\nThe active character cannot choose to fail this Ballistic Skill Test.\nNote that Suppressing Fire is a separate Full Action from Full\nAuto Burst and therefore does not benefit from the+20 attack\nbonus Full Auto Burst provides.\nstanD/mount\nType: Half Action\nSubtype: Movement\nf the active character is on the ground, he can stand. If he is\nalready standing, he can mount a riding beast or a vehicle.\nrun\nType: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run\nMovement (see Table 7–4: Movement in Metres/Round on\npage 205). This makes the character harder to hit with ranged\nweapons, but easier prey for melee attacks. Until the beginning of\nthe character’s next turn, ranged attacks made against him suffer a\n–20 penalty to Ballistic Skill Tests, but melee attacks gain a +20\nbonus to Weapon Skill Tests.\ntactIcal aDvance\nType: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover\nto another position of cover. In so doing, he may cover a\ndistance up to his Full Move. For the duration of the move, he\nis considered to benefit from the cover he left, even though he\nis moving in the open for a brief time.\nuse a skIll\nType: Half, Full, or Extended Action (Varies by\ncircumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves\nmaking a Skill Test. This can be an Extended Action,\ndepending on the Skill and the circumstances.\nother actIons\nIf a player wants to do something not covered by the Actions\ndescribed here, the GM should make a judgement about how\nlong something might take and what type of Action it would\nbe. Generally, most Actions should be resolved with some\nsort of test: Characteristic Test, Skill Test, or Opposed Test.\nKeep in mind that a Round is only a few seconds long, which\nis a very limited amount of time to accomplish a task.\nstatus conDItIons\nDuring combat, a character in Deathwatch can often end\nup in various states, usually not to his benefit! A brief\noverview of some common conditions includes:\nHelpless (See page 248): Helpless characters can\ntake no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).\nStunned (See page 249): Stunned characters can take\nno Actions. A Stunned Character is no longer Stunned\nafter a set duration (usually one or two Rounds). Also, a\nStunned Character can spend a Fate Point to no longer be\nStunned.\nUnaware (See page 249): Unaware characters can\ntake no Actions. An Unaware Character is no longer\nUnaware after he has been attacked (successfully or\notherwise!).", + "category": "actions", + "tags": [ + "actions", + "suppressing fire", + "suppression" + ], + "aliases": [ + "suppressing fire", + "suppression" + ], + "relatedRules": [ + "Full Auto Burst", + "Pinning" + ], + "page": 244, + "pageEnd": 244, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-cohesion-cohesion-damage", + "rule_id": "cr-cohesion-cohesion-damage", + "title": "Cohesion Damage", + "summary": "When incoming damage reduces the Kill-team's Cohesion and how the leader can resist it.", + "content": "212\nVII : Playing the Game\nexaMple\nAndrew’s character is currently in the role of squad leader. He is\nRank 1 with a Fellowship Bonus of 3, and he has the Command\nSkill. This gives his squad a Cohesion of 4 (3+1), which he records\non his Status Mode sheet.\nCohesion daMage\nIn the same way that a Battle-Brother may suffer Damage\nto his physical capacities, he may also suffer Damage to his\nability to connect to his squad and combat morale. This often\ncomes in the form of some kind of weapon attack, though\nit can come from other sources such as Psychic Powers or\nunusual environments. This Damage temporarily reduces the\nKill-team’s Cohesion in the same way that weapon Damage\nreduces Wounds. This reflects the fact that weight of enemy\nfire, the chaos of combat, and particularly devastating weapons\ncan all place strain on the Kill-team and its ability to function\nas an organised battlefield unit.\nWhen a Battle-Brother is in Squad Mode (see page 213),\nevery time his character suffers 10 or more Damage from one\nof the following sources (before reduction from armour of\nToughness) his Kill-team will lose a point of Cohesion:\n• A basic ranged weapon with the Accurate quality (such\nas a sniper rifle)\n• A weapon with the Blast quality\n• Any weapon with the Devastating quality\nThis Cohesion damage can however be ignored if the\nsquad leader can pass a Challenging (+0) Command or\nFellowship Test, rallying his men under fire. This test is a\nFree Action and is taken as soon as the damage occurs.\nSince damage to Cohesion relies on shock and confusion,\nthere are limits to the amount that a Kill-team can suffer in a\nsingle combat Round—additional explosions, storms of shells,\nand artillery have little additional effect. For this reason, a Kill-\nteam will only ever suffer 1 point of Cohesion damage each\nTurn, with any additional Cohesion damage being ignored.\nCreatures with the Fear Trait (see page 131) can also cause\nCohesion damage to the Kill-team, but this damage is negated\nif the Kill-team Leader succeeds at a Willpower Test (see page\n277 in Chapter IX: The Game Master for full details on\nFear and how it affects Cohesion).\nexaMple\nBattle-Brother Palarius and his Kill-team are in Squad Mode,\nfighting a vicious pitched battle with an ork warband. During a\nfurious assault, an Ork lobs a stikk bomb into the midst of Palarius’\nsquad, inflicting 13 points of Damage to Palarius. As Palarius is\nin Squad Mode and because a stikk bomb has the Blast quality,\nand inflicted more than 10 points of Damage, it may also inflict a\npoint of Cohesion damage, unless Palarius’ squad leader can pass a\nCommand or Fellowship Test.\nReCoveRing losT Cohesion\nCohesion is a resource that must be used wisely by the Kill-\nteam during the course of a Mission and typically they will\nonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.\nexaMple\nPalarius and his Kill-team push back an Ork assault, completing\none of their Mission’s Secondary Objectives. By completing the\nObjective Palarius’ Kill-team recover a point of Cohesion.\nCohesion Challenges\nCohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nTable 7–8: Cohesion Modifiers\nModifier\nCohesion Bonus\nRank 4+\n+1†\nRank 6+\n+2†\nCommand Skill\n+1‡\nCommand Skill +10\n+2‡\nCommand Skill +20\n+3‡\n†Only the highest applies\n‡Only the highest applies", + "category": "cohesion", + "tags": [ + "cohesion", + "cohesion damage", + "command test" + ], + "aliases": [ + "cohesion damage", + "command test" + ], + "relatedRules": [ + "Cohesion", + "Squad Mode" + ], + "page": 213, + "pageEnd": 213, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-combat-combat-circumstances", + "rule_id": "cr-combat-combat-circumstances", + "title": "Combat Circumstances", + "summary": "Cover, darkness, difficult terrain, melee, range, size, shooting into melee, and prone modifiers.", + "content": "246\nVIII : Combat\ngrapplIng\nInstead of inflicting Damage with an unarmed attack, a\ncharacter can attempt to Grapple his opponent. Attempting\na Grapple is a melee attack that uses either a Charge Action\nor a Standard Attack Action. The attacker makes a Weapon\nSkill Test as normal. The target of the Grapple may use a\nReaction, if able, to avoid the attack. If the attack is successful,\nthe attacker and the target are Grappling, with the attacker\ncontrolling the Grapple. The controller of the Grapple can\nend it any time as a Free Action.\nIn a Grapple, all of the following apply:\n• Participants in a Grapple cannot use Reactions.\n• Participants in a Grapple are considered to be engaged\nin melee combat.\n• Participants in a Grapple can only use the Grapple Action\n(see page 240).\n• As a Free Action, the controller of the Grapple can\nvoluntarily end the Grapple on his Turn.\n• Other attackers gain a +20 bonus to Weapon Skill Tests\nto hit any target engaged in a Grapple.\nOnly two characters can be engaged in the same Grapple,\nbut up to two other characters can lend Assistance to each\nGrappler in certain situations. See the Grapple Action on page\n240 for details.\ntwo-weapon FIghtIng\nMany warriors fight with a weapon in either hand. There are\nadvantages and disadvantages to this style of fighting. While it\noffers some improved opportunities to make attacks, it reduces\nthe chances of successfully striking a target. Unless a two-weapon\nfighter has the Ambidextrous Talent, it is important to consider\nwhich hand is his primary hand and which is his secondary hand;\nplayers should have these details noted on their Battle-Brothers’\ncharacter sheets. The following apply when a character is fighting\nwith two weapons:\n• The character may use any melee weapons or ranged weapons\nthat can be reasonably used in one hand.\n• The character may use either hand to make an attack. Attacks\nmade using the character’s secondary hand suffer a –20\npenalty to Weapon Skill or Ballistic Skill Tests.\n• If the character has the Two-Weapon Wielder talent, he may\nuse the Multiple Attacks combat Action to attack with both\nweapons, but each suffers a –20 penalty to the Weapon Skill\nor Ballistic Skill Test. If the character has the Ambidextrous\nTalent, these penalties drop to –10.\n• If the character is wielding at least one melee weapon, he\nmay perform a Parry Reaction once each Round as normal\nwith this weapon, though he still may not Parry more than\nonce in a Round. This Weapon Skill Test is not an attack, and\ntherefore it does suffer the standard penalty for attacks made\nusing a secondary hand.\n• If a character with the Two-Weapon Wielder Talent is armed\nwith a melee weapon in one hand and a pistol in the other,\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\nweapon and Ballistic Skill for the pistol.\n• When firing a ranged weapon with each hand, the character\nmay fire each weapon on a different mode, for example, one\non full automatic and one on semi-automatic. When firing a\nfull automatic weapon in each hand, the character may only\nlay down one area of Suppressive Fire.\n• The character may fire two weapons at different targets,\nthough the targets must be within 10 metres of each other.\ncombat circumstaNces\nDeathwatch offers endless potential for gripping, dramatic,\nwhite-knuckle action. Combat is an essential element for\nsuch action, and each combat, from simple corridor shoot-\nouts to titanic civilisation-crushing battles, should offer\nunique experiences. The combat circumstances described\nin this section offer many ways to help make every combat\nexciting, varied, and dangerous. Combat circumstances can\nbe used to reflect the effects of terrain, the weather, tactical\nsituations, and a variety of other factors. Many circumstances\nalter the difficulty of tasks by providing bonuses or penalties\nto tests, while others provide opportunities for characters to\nleverage good fortune, or exploit misfortunes that befall their\nenemies.\nBattle-Brothers should make as much use of beneficial\ncircumstances as possible. A good plan, suitable equipment, or\nskillful use of tactics can often make the difference between\nlife and death for a character. The following circumstances are\nsome of the most common ones encountered in combat. For\nsituations not covered here, use these as a guide. Remember,\nthe GM has the final say about the difficulty of any particular\ntest or the outcome of any unusual situation.\ncover\nCover is a vital part of surviving a firefight, and a good\nsoldier knows that you go for your cover first and then draw\nyour gun. There are no penalties to Ballistic Skill Tests made\nto attack targets standing partly behind cover. However, there\nis a chance that the shot may hit the cover rather than the\ntarget. It is up to the character to decide which parts of his\nbody he is exposing when behind cover, but as a general rule,\na character firing around or over cover will have his body\nand legs concealed. If the shot would hit a body location\nthat is concealed behind cover, work out the Damage against\nthe Armour Points of the cover instead, with any excess\nbeing applied to the target as normal (see Table 8–5: Cover\nExamples for a guide to the Armour Points of different kinds\nof cover).\nDamagIng cover\nCover is not invulnerable. Attacks can damage or destroy the\nprotection afforded by cover. Each successful hit against cover\nthat deals any amount of Damage in excess of the Armour\nPoints it provides reduces the cover’s Armour Points by 1.\n\n247\nVIII: Combat\nexample\nMyrdor has taken cover behind a small pile of sandbags while a gun\nservitor blasts at him with its twin autoguns. The gun servitor fires a\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nof Damage. Fortunately for Myrdor, all of the hits would have\nstruck either his legs or body, so they are absorbed by the sandbags\ninstead. The first hit is fully absorbed by the sandbags to no effect\nbecause they provide 8 Armour Points of protection. The second hit’s\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nis reduced by 7, leaving 1 point of excess Damage, which further\nreduces the sandbags Armour Points to 6.\nDarkness\nWeapon Skill Tests made in darkness are regarded as\nHard (–20), while Ballistic Skill Tests are regarded as Very\nHard (–30). While a Character is concealed by darkness,\nConcealment Skill Tests are Routine (+20).\nDIFFIcult terraIn\nWeapon Skill and Dodge Tests made whilst standing in\ndifficult terrain, such as mud, are Difficult (–10). Tests made\nwhilst standing in arduous terrain, such as deep snow or slick\nice, are Very Hard (–30).\nengageD In melee\nIf an attacking character is adjacent to his target, both the\ncharacter and his target are considered to be engaged in\nmelee. Characters that are engaged in melee can only make\nattack actions with the melee subtype.\nshootIng Into melee combat\nBallistic Skill Tests made to hit a target engaged in melee\ncombat are Hard (–20). If one or more characters engaged\nin the melee are Stunned, Helpless, or Unaware, this penalty\nis ignored.\nextreme range\nTargets that are at a distance of more than three times the\nrange of a character’s weapon are at Extreme Range. Ballistic\nSkill Tests made to hit targets at Extreme Range are Very\nHard (–30).\nTable 8–4: Combat Difficulty Summary\nDifficulty Skill Modifier Example\nEasy +30\nAttacking a Surprised or\nUnaware target.\nShooting a Massive target.\nShooting a target at Point\nBlank Range.\nRoutine +20\nMelee attacks against a foe\nwho is outnumbered three to\none or more.\nAttacking a Stunned\nopponent.\nShooting an Enormous\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nto one.\nAttacking a Prone opponent\nwith a melee weapon.\nAttacking from higher\nground.\nShooting a Hulking target.\nShooting a target at Short\nRange.\nChallenging +0\nA Standard Attack.\nDifficult –10\nAny test whilst Fatigued.\nAttacking or Dodging whilst\nin the mud or heavy rain.\nShooting a target at Long\nRange.\nShooting a Prone target.\nShooting a Scrawny target.\nHard –20\nShooting into melee combat.\nDodging whilst Prone.\nMaking an unarmed attack\nagainst an armed opponent.\nMelee attacks in darkness.\nShooting at a target in fog,\nmist or shadow.\nShooting a Puny target.\nUsing a weapon without the\ncorrect Talent.\nVery Hard –30\nAttacking or Dodging in\ndeep snow.\nFiring a heavy weapon that\nhas not been Braced.\nShooting a Minuscule target.\nShooting a target at Extreme\nrange.\nShooting at a completely\nconcealed target.\nShooting at a target in\ndarkness.\nTable 8–5: Cover Examples\nCover Type\nArmour Points\nArmour-glas, Generatoria Pipes, thin\nmetal\n4\nFlakboard, storage crate, sandbags, ice\n8\nCogitator Bank, Stasis Pod\n12\nRockcrete, hatchway, thick iron, stone\n16\nArmaplas, bulkhead, Plasteel\n32\n\n248\nVIII : Combat\nd\nWhen a character is Fatigued, all his tests, including any\nWeapon Skill and Ballistic Skill Tests, suffer a –10 penalty.\nFog, mIst or shaDow\nBallistic Skill Tests made to attack targets concealed by\nfog, mist, or shadow are Hard (–20). While a character is\nconcealed by fog, mist, or shadow, Concealment Skill Tests\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous\nFury is automatic (no second attack roll necessary).\nd\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are\nOrdinary (+10).\nlong range\nTargets that are at a distance of more than double the range of\na character’s weapon are at Long Range. Ballistic Skill Tests\nmade to hit targets at Long Range are Difficult (–10).\nmissiNg\nSometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.\npiNNiNg\nBeing shot at is a terrifying experience at the best of times, and\neven the most inexperienced soldiers know to keep their heads\ndown when the bullets and bolt shells start flying. Pinning\nrepresents a character’s survival instincts telling him to stay in\ncover. While he may want to charge headlong into a storm of\nbullets, he first needs to steel his nerves. When a character is\non the receiving end of Suppressive Fire, even if the shot struck\na Hit Location that is behind cover or the character suffers no\nDamage, he must make a Hard (–20 ) Pinning Test. This is a\nWillpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.\nd\nA Pinned character may only take Half Actions. Additionally,\nhe suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned\ncharacter is in cover relative to the attacker that Pinned him, he\nmay not leave it except to retreat (provided he can remain in cover\nwhile doing so). If he is not in cover when Pinned, he must use\nhis next Turn to reach cover. If there is no cover nearby, he must\nmove away from the attacker that Pinned him. A character can\ntest Willpower at the end of his Turn to escape Pinning, in which\ncase he may act as normal in his next Turn. This test is Easy (+30)\nif the character is no longer under fire (i.e., no one tried to shoot\nstray shots (optIonal rule)\nGMs keen on reinforcing the merciless nature of the 41st\nmillennium may rule that if a character shooting into a\nmelee combat misses his target by a small margin (one\nDegree of Failure or less), the attack instead hits another\ntarget engaged in the same melee. The GM might also\nrule that anyone shooting into a melee combat with\na Semi-Auto Burst or Full Auto Burst must allocate\nmultiple hits to different targets engaged in the melee.\nTarget\n1\n2\n3\n4\n5\n8\n6–7\n9-0\n\n249\nVIII: Combat\nhim since his last Turn). A character engaged in melee combat\nautomatically escapes Pinning. There are some special Talents,\nSkills, and Psychic Powers that can also free a character from the\neffects of Pinning—as well as such things as combat drugs and\nterrifying commissars.\npoInt blank range\nWhen a character makes a ranged attack against a target that\nis two metres away or closer, that target is at Point Blank\nRange. Ballistic Skill Tests made to attack a target at Point\nBlank Range are Easy (+30). This bonus does not apply\nwhen the attacker and the target are engaged in melee combat\nwith each other. For weapons with a short range of less than\n3 metres, point blank range is 1 meter less than the weapon’s\nshort range.\nprone\nA character is considered Prone any time he is lying on the\nground. Weapon Skill Tests made to attack Prone targets are\nOrdinary (+10), but Ballistic Skill Tests made to hit Prone\ntargets are Difficult (–10) unless the attacker is at Point Blank\nRange. A character who is Prone suffers a –10 penalty to\nWeapon Skill Tests and a –20 penalty to Dodge Tests. Unless\na character is engaged in a Grapple, he can drop Prone as a\nFree Action.\nshort range\nTargets that are at a distance of less than half the Range of\na character’s weapon are at Short Range. Ballistic Skill Tests\nmade to attack targets at Short Range are Ordinary (+10).\nsIZe\nSize is an important factor when shooting ranged weapons\nbecause it is usually easier to hit a larger target. All characters\nand creatures in Deathwatch have a defined size category, and\nit should be relatively easy for the GM to assign appropriate\nsize categories to objects as needed. Use Table 8–6: Target\nSize Modifiers for working out bonuses and penalties based\non a target’s size.\nstunneD targets\nWeapon Skill and Ballistic Skill Tests made to attack Stunned\ntargets are Routine (+20).\nunaware targets\nWhen a character has no idea that he is about to be attacked,\nhe is considered an Unaware target. Usually, this happens at\nthe beginning of a combat when one or more characters are\nSurprised (see page 235). Weapon Skill or Ballistic Skill Tests\nmade to attack Unaware targets are Easy (+30).\nweapon jams\nSuch is the capricious whim of the 41st Millennium that many\nof the ranged weapons characters use will have an unfortunate\ntendency to malfunction, either through extreme age,\nmaltreatment of their machine spirit, or just plain poor design.\nTo represent these unfortunate occurrences, an unmodified\nresult of 96 to 00, in addition to being an automatic miss, also\nindicates the weapon has Jammed. A Jammed weapon cannot\nbe fired until it is cleared. Clearing a Jam is a Full Action which\nrequires a Ballistic Skill Test. If the test is successful then the\nJam has been cleared, though the weapon needs to be reloaded\nand any ammo in it is lost. If the test is failed, the weapon is\nstill Jammed, though the character can attempt to clear it again\nnext Round.\nNote: Some weapons, such as plasma guns, grenades, and\nmissiles, are particularly dangerous to use. For these weapons,\nrefer to their descriptions and Weapon Special Qualities (see\nArmoury). Semi-automatic and fully automatic fire also increases\nthe likelihood of Jamming. This is described within the Semi-\nAuto Burst, Full Auto Burst, and Suppressing Fire Actions.\nweather, smoke, anD unnatural\nconDItIons\nWeapon Skill and Ballistic Skill Tests made to attack whilst\nenduring harsh weather or unnatural conditions, such as\nheavy rain, an ash storm, or knee-deep in waves of fungus are\nconsidered Hard (–20).\nTable 8–6: Target Size Modifiers\nSize\nModifier\nMinuscule (autoquill, knife)\n–30\nPuny (bolt pistol, servo-skull)\n–20\nScrawny (Gretchin, Human child)\n–10\nAverage (Human, Eldar)\n0\nHulking (Ork Nob, Armoured Space Marine)\n+10\nEnormous (Sentinel Walker, Krootox)\n+20\nMassive (Battle Tank, Greater Daemon)\n+30\nImmense (Land Raider, Great Knarloc)\n+40\nMonumental (Squiggoth, Baneblade)\n+50\nTitanic (Reaver Battle Titan, Ordinatus War\nMachine)\n+60", "category": "combat", - "id": "rule_153" - }, - { - "title": "(but see Dodge and Parry Reactions, below).", - "content": "a number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n", - "page": 243, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_154" - }, - { - "title": "cover", - "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover\n", - "page": 245, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_155" - }, - { - "title": "DamagIng cover", - "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n", - "page": 245, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_156" - }, - { - "title": "weapon and Ballistic Skill for the pistol.", - "content": "Table 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (–30). While a Character is concealed by darkness,\n", - "page": 245, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_157" - }, - { - "title": "1 3", - "content": "VIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n", + "tags": [ + "combat", + "cover", + "darkness", + "melee", + "prone", + "range", + "size" + ], + "aliases": [ + "cover", + "darkness", + "melee", + "prone", + "range", + "size" + ], + "relatedRules": [ + "Test Difficulty" + ], "page": 247, + "pageEnd": 250, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_158" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "Zero Weapon Skill", - "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based\n", - "page": 250, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_159" - }, - { - "title": "Zero Ballistic Skill", - "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n", - "page": 250, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_160" - }, - { - "title": "Zero Toughness The character dies.", - "content": "VIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n", - "page": 250, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_161" - }, - { - "title": "Challenging (+0) Agility Test or be Knocked Down.", - "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\n2\n", - "page": 255, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_162" - }, - { - "title": "and Ballistic Skill Tests for 1 Round.", - "content": "3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n", - "page": 256, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_163" - }, - { - "title": "few Psychic Powers can speed up Damage recovery.", - "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n", - "page": 261, - "source": "Core Rulebook", - "sourceAbbr": "CR", + "id": "cr-combat-the-attack", + "rule_id": "cr-combat-the-attack", + "title": "The Attack", + "summary": "Attack tests, hit locations, damage rolls, Righteous Fury, and defenses.", + "content": "244\nVIII : Combat\nThe Attack\nT\nhe most common Action in combat is the attack—the\ncharacters are fighting, after all. Whether armed with a\nmelee or ranged weapon, the process is the same. Before\nan attack is made, the GM should verify that the attack is even\npossible by checking the basic requirements for the attack.\nMelee attacks require the attacker to be engaged in melee\ncombat with his target. Ranged attacks cannot be made if the\nattacker is engaged in melee unless he is firing a pistol class\nweapon. In either case, the attacker must be aware of his target.\nSee the Spray and Pray sidebar for additional information.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test\n• Step Three: Attacker Determine Hit Location\n• Step Four: Attacker Determines Damage\n• Step Five: Target Applies Damage\nstep one: apply moDIFIers to\nattacker’s characterIstIc\nA melee attack requires the attacker to make a Weapon Skill Test.\nA ranged attack requires the attacker to make a Ballistic Skill\nTest. There are many instances where one or more factors make\nperforming an attack easier or more difficult than normal. For\nexample, using the Full Auto Burst attack action grants a +20\nbonus to the attacker’s Ballistic Skill Test. If a situation calls for\ntwo or more bonuses or penalties, simply combine all modifiers\ntogether and apply the total to the appropriate Characteristic.\nThe maximum total bonus that can be applied to a test is +60.\nConversely, the maximum total penalty that can be applied to a\ntest is –60. When adjudicating difficulty, common sense should\nprevail. Regardless of the usual limits on test penalties, some\nActions are simply impossible.\nexample\nHelgath wants to use a Standard Attack action to shoot his bolt pistol at\na giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic\nSkill is 45 and he is at Short Range, which grants him a +10 bonus.\nHelgath spends a Half Action to Aim, granting him another +10\nbonus. However, there is a lot of heavy mist in the area so Helgath\nwill suffer a –20 penalty for that, and his target, the squig, is engaged\nin melee with Myrdor, so Helgath will also suffer –20 penalty for\nshooting into melee combat. After all bonuses and penalties have been\ncombined, Helgath will need to roll 25 or less on his Ballistic Skill\nTest to hit the squig (45 + 10 + 10 - 20 - 20 = 25).\nstep two: attacker makes a test\nAfter the modified Characteristic has been determined, the\nattacker makes a Weapon Skill Test if he is performing a melee\nattack or a Ballistic Skill Test if performing a ranged attack.\nBoth of these are resolved like any other test. If the roll is\nequal or less than the modified Characteristic, the attack hits\n(but see Dodge and Parry Reactions, below).\nexample\nHelgath makes a Ballistic Skill Test by rolling percentile dice and\ngets 14, which is less than his modified Ballistic Skill of 25. His\nattack hits the giant squig.\nDoDge anD parry reactIons\nWhen a target is hit by an attack, it may have a chance to\nnegate the hit with a Dodge or Parry Reaction. See Combat\nActions, page 236 for details on resolving each of these\nReactions. If the Dodge or Parry attempt is successful, the\nattack is negated and no Damage is dealt.\nexample\nAfter Helgath’s bolt pistol shot hits the giant squig, the GM rules\nthat the creature will attempt to Dodge the attack. The creature’s\nAgility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nattack.\nstep three: attacker DetermInes\nhIt locatIon\nOn a successful hit, the attacker needs to determine where the\nhit landed. Using the percentile dice result from the attacker’s\nWeapon Skill or Ballistic Skill Test, reverse the order of the\ndigits (e.g. a roll of 32 becomes 23, a roll of 20 becomes\n02, and so on) and compare this number to Table 8–2: Hit\nLocations.\nexample\nHelgath’s Ballistic Skill Test to hit the giant squig resulted in\na percentile dice roll of 14. He reverses these digits and gets 41.\nConsulting Table 8–2: Hit Locations, he sees he has hit the giant\nsquig’s body.\nstep Four: attacker DetermInes\nDamage\nAfter the hit location has been determined, the attacker\ndetermines the Damage dealt by his attack. Each weapon has\na Damage listing, which is usually a die roll, plus or minus\nTable 8–3: Hit Locations\nRoll\nLocation\n01–10\nHead\n11–20\nRight Arm\n21–30\nLeft Arm\n31–70\nBody\n71–85\nRight Leg\n86-00\nLeft Leg\n\n245\nVIII: Combat\na number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\nof Degrees of Success is the minimum amount of Damage\nthat attack will inflict on a single dice. If the attack inflicts\nmore than one dice of Damage, the player may apply the\nDegrees of Success from the attack roll as the minimum result\nto one dice of his choice.\nIf a natural 10 is rolled on any Damage die, there is a\nchance of Righteous Fury.\nrIghteous Fury\nWhen rolling Damage after a successful attack, if any die\nrolled results in a natural 10, there is a chance the Emperor’s\nfavour is with the attacker (This also includes a result of 10\nwhen rolling 1d5 for Damage.) This calls for a second attack\nroll that is identical, all modifiers included, to the original\nattack. If that second attack hits, the attacker may make an\nadditional Damage roll and add it to the Damage total. If\nthe additional Damage roll also results in a natural 10, the\nEmperor has indeed smiled upon the attacker and he may\nmake yet another Damage roll and add it to the Damage total.\nThis process continues as long at least one Damage die results\nin a natural 10.\nexample\nHelgath has hit the giant squig with his bolt pistol and proceeds\nto make his Damage roll. A bolt pistol deals 2d10+5 points of\nDamage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds\n5 for a total of 23. In addition, as one of the dice results was a 10,\nhis attack is also a possible Righteous Fury! Helgath then makes a\nsecond attack roll identical to his first, which is a Ballistic Skill Test\nusing his modified Ballistic Skill of 25. Helgath makes a percentile\nroll and gets 22, which is a hit! He now makes a second Damage\nroll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.\nHelgath’s Damage total for this attack is 38 (23+15=38). The\nEmperor has truly smiled upon Helgath this day.\nstep FIve: target applIes Damage\nFrom the Damage total, the target subtracts his Toughness Bonus\nand any Armour Points that protect the location hit by the attack.\nIf this reduces the Damage to zero or less, the target shrugs off\nthe attack. Any remaining Damage is recorded by the target as\nDamage. If the target’s Damage equals or exceeds his Wounds,\nhe notes any excess Damage as Critical Damage, and the GM\nconsults the appropriate table based on the type of Damage, the\nlocation hit, and the amount of Critical Damage accumulated. See\nCritical Damage on page 250 for more information.\nexample\nHelgath’s bolt pistol shot has struck the giant squig’s body for 38 total\nDamage. The GM notes the creature’s Toughness Bonus is 8 and it\ndoes not have any Armour Points protecting its body. He subtracts\neight points from the total Damage, leaving 30. The creature has\nonly 25 Wounds, so it thuds to the ground dead.\nunarmeD combat\nNot every fight in Deathwatch requires bolters and power\nswords. Some conflicts can be settled the old-fashioned way\nwith fists (not to mention feet and, if the character is a dirty\nscummer, teeth). To make an unarmed attack, the attacker must\nbe engaged in melee with his opponent. The attacker then makes\na Challenging (+0) Weapon Skill Test, or if his opponent\nis armed with a weapon, a Hard (–20) Weapon Skill Test. If\nthe unarmed attack hits, it deals 1d5–3 Impact Damage, plus\nthe character’s Strength Bonus. Normal unarmed attacks are\nPrimitive (see page 143). In addition, a successful hit that inflicts\nDamage equal to or greater than the target’s Toughness Bonus\nalso inflicts one level of Fatigue. During unarmed combat, if a 10\nis rolled on a die for Damage, the rules for Righteous Fury apply\nwith 10s counting as 5s in terms of damage caused. As with most\nmelee attacks, an Unarmed attack can be Parried.\ntactIcal combat maps\n(optIonal)\nDuring large combats, some players may want visual\nreferences to help keep track of enemy positions, as well as\ntheir own. The GM can accomplish this by sketching out\nsimple overhead maps on paper. Many game stores also\nsell large game mats that you can draw on with wet-erase\nmarkers. These mats are usually pre-printed with squares\ngrids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nminiatures where a one inch square represents one square\nmeter. While tactical combat maps can be very useful, they\nare not necessary to play Deathwatch. Many roleplayers\nprefer to use rich narrative descriptions to allow fellow\nplayers to simply imagine all the action. This requires\nplayers to keep a snapshot of the relative positions of all\ncombatants in their heads, but it also allows for greater\nfreedom in detailing the events of a combat.\nspray anD pray\nOne of the basic requirements for making an attack is\nthat the attacker needs to be aware of his target. But why\ncan’t someone just blast away into the darkness in the\nhopes of hitting something that might be hiding there?\nThis is possible of course, but it shouldn’t be treated as a\nnormal attack. Instead, the GM should simply decide the\nlikely outcome of such an action, taking all appropriate\nfactors into consideration. For example, if the GM\nknows there is a hulking xenos monstrosity lurking in\nthe darkness, it makes sense that it would be hit by a\nrandom volley of gunfire shot in its general direction.", "category": "combat", - "id": "rule_164" - }, - { - "title": "Damage equal to his Toughness Bonus.", - "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n", - "page": 261, + "tags": [ + "attack", + "combat", + "damage roll", + "hit location", + "righteous fury" + ], + "aliases": [ + "attack", + "damage roll", + "hit location", + "righteous fury" + ], + "relatedRules": [ + "Damage", + "Dodge", + "Parry" + ], + "page": 245, + "pageEnd": 246, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "combat", - "id": "rule_165" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "Fear and", - "content": "the Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens\nbase Difficulty. Other factors can adjust the Difficulty up or\nT\ndown as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where\nprovides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with\nattempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester\none step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and\ntest, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality\nby one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member\nmust at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils\n", - "page": 275, + "id": "cr-conditions-fear", + "rule_id": "cr-conditions-fear", + "title": "Fear", + "summary": "Fear tests, degrees of Fear, and mental trauma during play.", + "content": "276\nIX : The Game Master\ns\nWhen testing an Interaction Skill, circumstances can dictate\nthe Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nPlayer Character—how the character regards him and what\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the\nbase Difficulty. Other factors can adjust the Difficulty up or\ndown as the situation demands. Table 9–5: Dispositions\nprovides sample dispositions based on the test a player is\nattempting and the corresponding Difficulty.\nOn a successful test, the target’s Disposition improves by\none step, plus one step per Degree of Success. On a failed\ntest, the target’s Disposition remains unchanged and worsens\nby one step for each Degree of Failure. Generally, a target\nmust at least be Indifferent to do as requested, and then the\ntarget will only do what the player wants 50% of the time if\nleft to his own devices. Each step above Indifferent indicates\nthat the target is 10% more likely to do as requested. Under\nsupervision, the base chance increases by 20%.\nps\nWhen a player uses an Interaction Skill against a group of\nindividuals, he resolves the test in the way already described,\nbut the GM sets the Disposition based on the overall attitudes\nof the group. The player makes the test as normal, but if he\nsucceeds, his character can affect a number of individuals\nequal to his Fellowship Bonus. The total indicates the number\nof targets the player affects with his successful test. Note that\ncertain Talents can increase the number of targets a player\ncan affect.\nFear and\nDamnation\n“The enemy shall know fear.”\n–Captain Davian Thule of the Blood Ravens\nT\nhe 41st millennium is a dark and terrible place where\nmankind’s billions inhabit a universe filled with\nunnumbered horrors and countless dangers. Murderous\naliens stalk the cold stars, rebellion and treachery fester\nwithin the shadow of the Imperium’s decaying might, and\nnightmarish forces eternally claw at the very fabric of reality\nfrom beyond, seeking both to feast and to corrupt. As a member\nof the Deathwatch, a Battle-Brother must face all these perils\nand more, peeling back the midnight veil to witness the terror\nbeyond—and send it back to the hell from whence it came.\nThe rules presented here reflect these many threats to the\nmind and soul, and how the Player Characters interact with\nthem. They are separated into three distinct, interlinking\nsections: Fear covers a character’s immediate reaction to\nfrightening events and creatures, Insanity deals with the long-\nterm effects of mental trauma on a character, while Corruption\ndeals with the insidious influence of the warp and forbidden\nknowledge. During combat encounters, the only rules that\nare used from this chapter are those for Fear. The effects of\nInsanity and Corruption are dealt with in the aftermath of a\nbattle rather than during it.\ns\nInsanity Points (IP) and Corruption Points (CP) are Characteristics\nthat characters gain during play. Both of these scores begin at 0\nwhen a player starts and increase over time as damage is done\nto a character’s state of mind (IP) and the purity of his soul\n(CP). The higher these scores, the more tainted, damaged and\ndebilitated a character becomes, and should either of these scores\never reach 100, the character is either slain by his own Battle-\nBrothers for his own good or falls from grace and becomes an\nenemy of the Imperium. In either case, he can no longer serve the\nDeathwatch and is lost in the eyes of the Emperor and must be\nretired from play. For a Space Marine, this number is known as the\nPurity Threshold.\nTable 9–5: Dispositions\n—Dispositions by Skill—\nDifficulty Modifier\nCharm\nCommand\nDeceive\nIntimidate\nEasy +30\nInfatuated\nFanatical\nGullible\nTerrified\nRoutine +20\nAffectionate\nDevoted\nTrusting\nFrightened\nOrdinary +10\nFavourable\nLoyal\nAccepting\nStartled\nChallenging +0\nIndifferent\nIndifferent\nIndifferent\nIndifferent\nDifficult –10\nDisdainful\nResentful\nSuspicious\nBrave\nHard –20\nContemptuous\nDisloyal\nSceptical\nCourageous\nVery Hard –30\nDisgusted\nMutinous\nDisbelieving\nFoolhardy\n\n277\nIX: The Game Master\nr\nFear comes into effect when a person faces unnatural horrors\nand mind-bending foes, or when he is called on to battle\nagainst terrifying aliens, insane perversions of science, and\nnightmarish entities from the warp. When a PC is confronted\nby such a frightening event or adversary, he must take a Fear\nTest; this is a Willpower Test, modified by how frightening\nthe thing is. If the PC passes this test, then he may continue\nto act as normal. If he fails, however, he succumbs to Fear.\nanD thEy Shall know no fEaR...\nSpace Marines do not deal with Fear as do other men. They\nare only marginally affected by fearsome foes and then\nonly by those of truly mind-breaking terror. The Fear rules\npresented in this section are intended to be used either on\nthe players’ allies (such as Imperial agents or citizens) or\non their foes (it is quite possible for the Battle-Brothers to\ncause Fear themselves). For a Battle-Brother, Fear has the\nfollowing effects, and then only when in the presence of\nFear-causing foes:\n• When facing a Fear causing foe a Battle-Brother must\nfight both its physical form as well as the horrifying\nnature of its presence. This additional effort imposes a\n–10 penalty to Willpower Tests if he is in Solo Mode for\neach Degree of Fear the creature possesses (see below).\nIf the Battle-Brother is in Squad Mode, the Kill-team\nsuffers a point of Cohesion Damage for every Degree of\nFear the creature possesses unless the Kill-team Leader\npasses a Willpower Test (with the appropriate modifiers,\nsee below). When facing multiple Fear-causing foes, the\nBattle-Brother only counts the highest (or most fearsome)\nsource each Round. Unless otherwise stated, Cohesion\nDamage from Fear only occurs once per encounter with\nthe Fear-causing creature.\n• When facing a Horde (see page 359) of Fear-causing\ncreatures, count their Degree of Fear as one higher than\nit actually is. For example, a Horde of Fear (1) Disturbing\ncreatures counts as Fear (2) Frightening creatures.\nIn all other respects, Fear does not apply to Battle-Brothers,\nand they may even find its effects hard to understand in their\nallies, as it is truly an alien emotion to them.\nTable 9–6: Fear Test Difficulties\nDegree of Fear\nTest Modifier\nFear (1) Disturbing\n0\nFear (2) Frightening\n–10\nFear (3) Horrifying\n–20\nFear (4) Terrifying\n–30\nTable 9–7: The Shock Table\nRoll a d100 and add +10 for every Degree of Failure.\nRoll\nResult\n01–20\nThe character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act\nnormally.\n21–40\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\nencounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\n41–60\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\nthe object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\n61–80\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\nmakes all tests with a –10 penalty for the rest of the encounter.\n81–100\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\nonly take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\n101–120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\nis still shaken and takes all tests with a –10 penalty until the end of the encounter.\n121–130\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\nand drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\n131–140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\nwhatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\n141–160\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\nnothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\n171+\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\nsuccessful, he falls catatonic for 1d5 hours as above.\n\n278\nIX : The Game Master\nr\nUnlike a Battle-Brother, Fear has a very real effect on almost\neveryone else in a game of Deathwatch. For these poor souls,\nFear can come in many forms, but some things are clearly more\nfrightening than others. A single genestealer may well break\nthe morale of an Imperial Guardsman, while a hive tyrant\nwill break his mind. The Table 9–6: Fear Test Difficulties\nshows the penalties to Fear Tests based on the level over the\nsource of Fear.\nfailing thE fEaR tESt\nIf in a combat situation a character fails a Fear Test, he must\nimmediately roll on Table 9–7: The Shock Table, adding\n+10 to the result for each Degree of Failure. The effects listed\nare applied immediately to the character. If in a non-combat\nsituation the character fails a Fear Test, he becomes unnerved\nand suffers a –10 penalty to any Skill or test that requires\nconcentration. This penalty lasts while the character remains\nin the vicinity of the object of its Fear (simply leaving and\ncoming back again doesn’t stop this). In addition, if a non-\ncombat Fear Test is failed by 3 or more Degrees of Failure,\nthe character also gains +1d5 Insanity Points.\nShock anD SnaPPing out of it\nCharacters may be able to shake off some of the effects of\nFear after the initial shock has worn off. Where specified on\nTable 9–7: The Shock Table that a character may “snap\nout of it,” he can make a Willpower Test in his next Turn. If\nsuccessful, he regains his senses, shrugs off the effects, and\nmay act normally. If he fails, the effect continues and the\ncharacter may try again when it is his next Turn.\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nto the worst horrors of the galaxy, though he is far more\nresistant. While lesser men turn into raving lunatics or\nmurderous villains, a Battle-Brother’s psycho-conditioned\nbrain suppresses or discounts such delusions, instead\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\na belief in the unreal or intangible, but rather a heightening\nof their own personal flaws and the flaws inherited from their\nChapter. This typically means the effects of Insanity Points\nmanifest themselves in two distinct ways in a Battle-Brother:\neither in Battle Traumas or the Primarch’s Curse. How severe\nthey are and when, or if, a character is affected by either of\nthese conditions depends on the number of Insanity Points he\naccrues and the strength of his will to resist the results.\ns\nWhile Battle-Brothers are not at risk of gaining Insanity Points\nas a result of failed Fear Tests, many sources of Insanity still\naffect them. This could include encounters with warp spawn or\nplaces where reality is tainted by the touch of the warp (both\nof which usually also inflict Corruption Points). It could also\ninclude acts of betrayal by fellow Battle-Brothers or trusted\nallies, or exposure to dangerous alien devices or schools of\nthought. Certain Psychic Powers or unusual attacks may also\ndeal Insanity Points to the characters. Ultimately, however, it\nfalls to the GM to decide when an event or encounter is worthy\nof inflicting Insanity Points. As a rule, only the most terrible of\nsights or outcomes warrant more than a few points.\nHow many Insanity Points a character has determines when\nhe is required to make tests to avoid or gain Battle Traumas and\nwhen he suffers from his Primarch’s Curse.\ns\nFear Tests in non-combat situations are very much the\nGM’s call as to when and where they occur and should\nnot be considered to be automatic. They can be best\nused to bring home the horrific nature of a location\nor artefact and even at important junctures to weaken\nthe players’ allies—such as having Inquisitorial\nagents refuse to accompany the Battle-Brothers into a\nbuilding or chamber out of terror. The following are\nsome guidelines for setting Degrees of Fear outside of\ncombat:\nFear 1-Disturbing (0): Viewing the scene of a\ngruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nweeping statues, etc.\nFear 2-Frightening (–10): Meeting someone you\nknow to be dead, being buried alive, major supernatural\nor psychic phenomena—the skies raining blood, a\npainting forming shrieking mouths, etc.\nFear 3-Horrifying (–20): Sudden, shocking, and\ninexplicable death (the man next to you on the shuttle\nsuddenly dies, vomiting maggots), hideous moments\nof revelation (finding yourself covered in blood,\nsurrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\nacross a whole planet, etc.\nFear 4-Terrifying (–30): Experiencing a full-\nscale daemonic incursion, discovering your failure\nis responsible for the deaths of millions, staring\nunprotected into the warp.\nTable 9–8: The Insanity Track\nInsanity Points Trauma Modifier Effect\n0–30\n+0\n—\n31-60\n–10\nPrimarch’s Curse\nLevel 1\n61–90\n–20\nPrimarch’s Curse\nLevel 2\n91–99\n–30\nPrimarch’s Curse\nLevel 3\n100+\n—\nCharacter\nremoved from\nplay", + "category": "conditions", + "tags": [ + "conditions", + "fear", + "insanity", + "shock" + ], + "aliases": [ + "fear", + "insanity", + "shock" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 277, + "pageEnd": 279, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_173" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "the weight of its own fear and confusion.", - "content": "team represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n", - "page": 267, + "id": "cr-conditions-pinning", + "rule_id": "cr-conditions-pinning", + "title": "Pinning", + "summary": "Effects of being Pinned and how characters recover.", + "content": "248\nVIII : Combat\nd\nWhen a character is Fatigued, all his tests, including any\nWeapon Skill and Ballistic Skill Tests, suffer a –10 penalty.\nFog, mIst or shaDow\nBallistic Skill Tests made to attack targets concealed by\nfog, mist, or shadow are Hard (–20). While a character is\nconcealed by fog, mist, or shadow, Concealment Skill Tests\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous\nFury is automatic (no second attack roll necessary).\nd\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are\nOrdinary (+10).\nlong range\nTargets that are at a distance of more than double the range of\na character’s weapon are at Long Range. Ballistic Skill Tests\nmade to hit targets at Long Range are Difficult (–10).\nmissiNg\nSometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.\npiNNiNg\nBeing shot at is a terrifying experience at the best of times, and\neven the most inexperienced soldiers know to keep their heads\ndown when the bullets and bolt shells start flying. Pinning\nrepresents a character’s survival instincts telling him to stay in\ncover. While he may want to charge headlong into a storm of\nbullets, he first needs to steel his nerves. When a character is\non the receiving end of Suppressive Fire, even if the shot struck\na Hit Location that is behind cover or the character suffers no\nDamage, he must make a Hard (–20 ) Pinning Test. This is a\nWillpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.\nd\nA Pinned character may only take Half Actions. Additionally,\nhe suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned\ncharacter is in cover relative to the attacker that Pinned him, he\nmay not leave it except to retreat (provided he can remain in cover\nwhile doing so). If he is not in cover when Pinned, he must use\nhis next Turn to reach cover. If there is no cover nearby, he must\nmove away from the attacker that Pinned him. A character can\ntest Willpower at the end of his Turn to escape Pinning, in which\ncase he may act as normal in his next Turn. This test is Easy (+30)\nif the character is no longer under fire (i.e., no one tried to shoot\nstray shots (optIonal rule)\nGMs keen on reinforcing the merciless nature of the 41st\nmillennium may rule that if a character shooting into a\nmelee combat misses his target by a small margin (one\nDegree of Failure or less), the attack instead hits another\ntarget engaged in the same melee. The GM might also\nrule that anyone shooting into a melee combat with\na Semi-Auto Burst or Full Auto Burst must allocate\nmultiple hits to different targets engaged in the melee.\nTarget\n1\n2\n3\n4\n5\n8\n6–7\n9-0", + "category": "conditions", + "tags": [ + "conditions", + "pinned", + "pinning test" + ], + "aliases": [ + "pinned", + "pinning test" + ], + "relatedRules": [ + "Overwatch", + "Suppressing Fire" + ], + "page": 249, + "pageEnd": 249, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_167" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "Marine must have 60 Renown to be considered for", - "content": "this honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM\nissions are the staple of a Kill-team’s existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-team’s game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n", - "page": 270, + "id": "cr-damage-critical-damage", + "rule_id": "cr-damage-critical-damage", + "title": "Critical Damage", + "summary": "Critical damage process and reference tables.", + "content": "250\nVIII : Combat\niNjury\nA natural consequence of pushing one’s luck in the far\nreaches of the galaxy is getting hurt. Battle-Brothers can\nget into fights with an endless array of enemies, machinery\ncan malfunction, pilots can fail to perform manoeuvres,\nand careless psykers can invite all manner of warp horrors\nto show up and ruin everyone’s day. Common physical\ninjuries to Deathwatch characters are represented by Damage\nand Fatigue. Additionally, characters can also experience\nseveral types of Conditions and Special Damage such as fire,\nsuffocation, being Stunned, and the amputation of limbs.\nWith all these different types of punishment waiting to befall\ncharacters, it is important to know how much physical abuse\na character can take, and a key measurement of this is how\nmany Wounds he possesses.\nwounDs\nWounds are a measurement of how much punishment a\ncharacter can take before suffering debilitating effects and\nultimately, death. Every character in Deathwatch has a\nspecified number of Wounds. A character can often increase\nhis Wounds by spending Experience Points (see Chapter II:\nSpecialities). Wounds do not normally deplete. Even when a\ncharacter is injured, that injury does not decrease his Wounds.\nInstead, a character’s Wounds simply serve as a threshold,\nand the injury is recorded on his character sheet as Damage.\nWhen a character’s Damage exceeds his Wounds, he is in real\ntrouble.\nDamage\nDamage is physical trauma dealt to a character. Characters\ncan suffer Damage a number ways including being shot by a\nboltgun, lacerated by daemon claws, falling into a lava-filled\ncrevasse, exposure to the hard vacuum of space, and so forth.\nWhen a character suffers Damage, record the amount on his\ncharacter sheet. That Damage remains with the character\nuntil it is removed over time by natural healing, or the\ncharacter receives medical attention (see page 262). Damage\nis cumulative; each time a character suffers Damage, the\namount is added to any previous Damage he had. Each time\na character is dealt Damage, there may be an opportunity for\nhim to reduce it before it is applied to his total. By default, a\ncharacter reduces incoming Damage by an amount equal to\nhis Toughness Bonus. Armour can also help further reduce\nDamage. If the source of the Damage struck a body location\nprotected by armour, the incoming Damage is reduced by an\namount equal to the Armour Points provided by the armour.\nIt is important to note that some sources of Damage ignore\narmour and/or Toughness; such cases are always detailed in\nthe description of the Damage source. As long a character’s\ntotal Damage is equal to or less than his Wounds, his body\nstill functions normally. If a character’s Damage ever exceeds\nhis Wounds, he begins to take Critical Damage.\nexample\nMyrdor has 15 Wounds and a Toughness Bonus of 8 (due to his\nUnnatural Toughness trait). He is also wearing Adeptus Astartes\npower armour that provides 10 Armour Points of protection to his\narms, body, and legs. He is shot by a lascannon that deals 21 points\nof Damage to his body. His armour reduces the Damage by 10, and\nhis Toughness Bonus reduces it by another 8, leaving 3 points of\nDamage. Myrdor’s player records 3 Damage on his character sheet.\nLater, Myrdor is struck in the head by a genestealer for 19 points\nof Damage. Myrdor reduces the incoming Damage by 8, thanks to\nhis Toughness Bonus, but since he wasn’t wearing a helmet, that’s\nas much reduction as he’s going to get. Myrdor therefore suffers 11\nDamage, which is recorded on his character sheet by adding it to his\nprevious Damage. Myrdor has now suffered a total of 14 Damage,\nwhich is one less than his 15 Wounds. Another hit would likely\ninflict Critical Damage!\nDamage types\nAll Damage is divided up into four types: Energy (lasers, fire,\nplasma), Explosive (grenades, bolt rounds, missiles), Impact\n(clubs, bullets, falling) and Rending (swords, chain weapons,\nclaws). If a source of Damage does not specify a type, treat\nit as Impact. Damage Type is usually only important for\ndetermining Critical Effects resulting from Critical Damage.\ncritical damage\nWhenever a character’s total Damage exceeds his Wounds,\nbe begins to take Critical Damage. Each time a character\nsuffers Critical Damage, he also suffers one or more Critical\nEffects. These are determined by consulting the appropriate\nCritical Effect Table based on the affected body location\n(Arm, Body, Head, or Leg) and the type of Damage (Energy,\nExplosive, Impact, or Rending). As with normal Damage,\nCritical Damage is cumulative and remains with the character\nuntil he either heals naturally over time or receives medical\nattention (see page 262). Each Critical Effect also has its\nown duration (including permanent). If a Critically Damaged\ncharacter suffers more Damage, the amount is added to his\nexisting Critical Damage and a new set of Critical Effects are\napplied based on his total Critical Damage (assuming he is\nstill alive).\nsuDDen Death crItIcal Damage\n(optIonal rule)\nTo speed up combat involving a large number of enemies,\nthe GM can adopt Sudden Death Critical Damage instead\nof detailing every Critical Effect. With this method, all\nminor foes, minions, nameless goons, and so forth simply\ndie as soon as they take any amount of Critical Damage.\nSudden Death Critical Damage should not be used for\nPCs or important villains—they deserve to savour every\ngory detail offered by the full array of Critical Effects.\n\n251\nVIII: Combat\nexample\nMyrdor is hit by a boltgun shell to his right arm. After accounting\nfor his Toughness Bonus and armour, Myrdor suffers 10 points of\nExplosive Damage. Since he only currently has 8 Wounds, he suffers\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical\nEffects—Arm which says that Myrdor’s arm has been fractured,\nforcing him to drop anything he was holding, and Myrdor suffers\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nand armour, he suffers 3 points of Energy Damage. Myrdor has\nnow suffered 5 total points of Critical Damage. The GM consults\nthe Critical Damage 5 line of Table 8–11: Energy Critical\nEffects—Leg and determines that Myrdor has suffered a horrific\nburn that imposes one level of Fatigue (for three levels of Fatigue\ntotal) and reduces Myrdor to half speed for 2d10 Rounds.\nremovIng Damage\nCharacters automatically remove Damage (both ordinary and\nCritical Damage) over time through natural healing. Medical\nattention and some Psychic Powers can also remove Damage.\nRegardless of the method however, the rate of Damage\nremoval depends on several factors and is fully explained in\nHealing, page 261.\nFatigue\nNot all injuries in Deathwatch are lethal. Exhaustion, combat\ntrauma, or swapping licks with bare fists can all leave a\ncharacter battered, but more or less intact. Fatigue measures\nthe amount of non-lethal injury a character can take over the\ncourse of game play. Characters gain Fatigue from certain\ntypes of attacks, Grappling, some Critical Effects, and other\nActions that push them beyond safe limits.\nFatigue is measured in levels. A character can take a number\nof levels of Fatigue equal to his Toughness Bonus and still\nfunction, albeit with some side-effects. Should a character\ntake a number of levels of Fatigue in excess of his Toughness\nBonus, he collapses unconscious for 10-TB minutes (minimum\nof 1); after the character awakens he automatically regains\none level of Fatigue. Characters suffering from any level of\nFatigue take –10 penalty to all tests.\nexample\nMyrdor has a Toughness Bonus of 8. He suffers one level of Fatigue\nthat imposes a –10 penalty to all of his tests. Myrdor can continue\nto take additional levels of Fatigue until he has 8 total levels of\nFatigue. These additional levels of Fatigue do not impose any further\npenalties beyond the –10 to all tests. But, when Myrdor suffers\na 9th level of Fatigue, he collapses unconscious for two minutes\n(10 - 8 [Myrdor’s Toughness Bonus] = 2). After two minutes of\nunconsciousness, he’ll awake and have a single level of Fatigue.\nremovIng FatIgue\nFatigue goes away with time. Each 10 minutes of normal\nrest (not counting states of unconsciousness) that includes no\ncombat, no Psychic Powers, and no other strenuous activity,\nremoves one level of Fatigue. A full hour of rest will remove\nall levels of Fatigue.\ncharacterIstIc Damage\nSome Psychic Powers, poisons, diseases, and other hazards\ncircumvent a character’s Wounds and deal Damage directly\nto a Characteristic. Characteristic Damage cannot reduce a\nCharacteristic below zero. Characteristic Damage may also\naffect the corresponding Characteristic Bonus. Table 8–7:\nEffects of Zero Characteristic Score summarises what\nhappens when a particular Characteristic is reduced to zero.\nIt should be noted that damage to a Characteristic affects\neverything associated with that Characteristic (i.e., reduced\nStrength means the character does less damage in melee,\nreduced Agility Bonus lowers the character’s Movement and\nInitiative rolls, etc.).\nremovIng characterIstIc Damage\nUnless otherwise specified, Characteristic Damage is never\npermanent. A character automatically recovers one point of\nCharacteristic Damage each hour, regardless of his activity\nlevel. The GM may allow certain types of medical attention\nto remove Characteristic Damage at a faster rate.\nTable 8–7: Effects of Zero Characteristic\nScore\nCharacteristic\nEffect\nZero Weapon Skill The character may not make tests based\non this Characteristic.\nZero Ballistic Skill The character may not make tests based\non this Characteristic.\nZero Strength\nThe character collapses into\nunconsciousness.\nZero Toughness\nThe character dies.\nZero Agility\nThe character is paralysed, helpless,\nand can take no Actions.\nZero Intelligence\nThe character slips into a dreamless\ncoma and is treated as helpless.\nZero Perception\nThe character is bereft of his senses\nand suffers a –30 penalty to all Tests\n(except Toughness) until he recovers.\nZero Willpower\nThe character collapses into a\nnightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nZero Fellowship\nThe character withdraws into a\ncatatonic state. He may not speak or\ntake Tests based on this Characteristic.\n\n252\nVIII : Combat\nTable 8–8: Energy Critical Effects - Arm\nCritical\nDamage\nCritical Effect\n1\nA blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round.\n2\nThe attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm\nis useless for 1d5 Rounds and the character takes 1 level of Fatigue.\n3\nThe attack burns the target’s arm leaving him Stunned for 1 Round and inflicts 2 levels of Fatigue. The arm is useless\nfor 1d5 Rounds.\n4\nThe shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue. The arm is\nuseless for 1d10 Rounds.\n5\nThe arm suffers superficial burns inflicting no small amount of pain on the target. The target’s WS and BS are halved\n(round down) for 1 Round and the target takes 1d5 levels of Fatigue.\n6\nThe attack wreathes the arm in flame, scorching clothing and armour, and temporarily fusing together the target’s\nfingers. The target halves WS and BS for 1d10 Rounds, takes 1d5 levels of Fatigue, and must successfully Test\nToughness or lose the use of the hand permanently.\n7\nWith a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to shatter. The\ntarget’s arm is broken and until it is repaired the target counts as only having one arm. The target is Stunned for 1\nRound and also takes 1d5 levels of Fatigue.\n8\nEnergy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must take a\nToughness Test or become Stunned for 1 Round. In addition the target takes 1d10 levels of Fatigue and is suffering\nfrom Blood Loss. The target now only has one arm.\n9\nFire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must make an immediate\nToughness Test or die from shock. If he survives, however, the target takes 1d10 levels of Fatigue and is Stunned for 1\nRound. The target now only has one arm.\n10+\nThe attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately dies\nfrom shock, clutching his smoking stump.\nTable 8–9: Energy Critical Effects - Body\nCritical\nDamage\nCritical Effect\n1\nA blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn.\n2\nThe blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.\n3\nThe attack cooks the flesh on the chest and abdomen, inflicting 2 levels of Fatigue and leaving the target Stunned for 1\nRound.\n4\nThe energy ripples all over the character, scorching his body and inflicting 1d10 levels of Fatigue.\n5\nThe fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is\nknocked to the ground and must make an Agility Test or catch fire (see Special Damage). The target takes 1d5 levels of\nFatigue and must take the Stand Action to regain his feet.\n6\nStruck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the wound. The\ntarget is knocked to the ground, Stunned for 1d10 Rounds, and takes 1d5 levels of Fatigue. In addition, he must make\nan Agility Test or catch fire (see Special Damage on page 210).\n7\nThe intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat. The\ntarget is Stunned for 2d10 Rounds and reduces his Toughness by half (round down).\n8\nAs the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and\narmour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Toughness and Agility. The\nextensive scarring permanently halves the target’s Fellowship characteristic.\n9\nThe target is completely encased in fire, melting his skin and popping his eyes like superheated eggs. He falls to the\nground a blackened corpse.\n10+\nAs above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes. Unless they\ncan make a successful Dodge Test, all creatures within 1d5 metres take 1d10+5 Explosive Damage. If the target carried\nany grenades or missiles, one round after the Damage was dealt they detonate where the target’s body lies with the\nnormal effects.\n\n253\nVIII: Combat\nTable 8–10: Energy Critical Effects - Head\nCritical\nDamage\nCritical Effect\n1\nA grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except Toughness) for 1\nRound.\n2\nThe blast of energy dazzles the target, leaving him blinded for 1 Round.\n3\nThe attack cooks off the target’s ear, leaving him Stunned for 1 Round and inflicting 1 level of Fatigue.\n4\nThe energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the injury. The\nattack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.\n5\nA blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In\naddition to losing his hair, he is blinded for 1d10 Rounds and takes 3 levels of Fatigue.\n6\nThe attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the next 1d10\nhours and permanently reduces his Fellowship characteristic by 1d10 points. The target also takes 1d5 levels of Fatigue.\n7\nIn a gruesome display, the flesh is burned from the target’s head, exposing charred bone and muscle underneath. The\ntarget is blinded permanently and takes 1d10 levels of Fatigue. Also, roll 1d10. This is the target’s new Fellowship,\nunless their Fellowship is already 10 or less, in which case nobody really notices the difference.\n8\nThe target’s head is destroyed in a convocation of fiery death. He does not survive.\n9\nSuperheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming chunks of meat flying\nat those nearby. The target is no more.\n10+\nAs above, except the target’s entire body catches fire and runs off headless 2d10 metres in a random direction (use the\nscatter diagram on page 248). Anything flammable it passes, including characters, must make an Agility Test or catch\nfire (see Special Damage, page 260).\nTable 8–11: Energy Critical Effects - Leg\nCritical\nDamage\nCritical Effect\n1\nA blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.\n2\nA grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.\n3\nThe blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.\n4\nA solid blow to the leg sends electric currents of agony coursing through the target. The target takes 1d5 levels of\nFatigue and halves all movement for 1d5 Rounds.\n5\nThe target’s leg endures horrific burn Damage, fusing clothing and armour with flesh and bone. The target takes 1 level\nof Fatigue and moves at half speed for 2d10 Rounds.\n6\nThe attack burns the target’s foot, charring the flesh and emitting a foul aroma. The target must successfully Test\nToughness or lose the foot. On a success, the target’s movement rates are halved until he receives medical attention. In\naddition, the target takes 2 levels of Fatigue.\n7\nThe energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until repaired, the target\ncounts as having lost the leg. The target must take a Toughness Test or become Stunned for 1 Round. In addition the\ntarget gains 1d5 levels of Fatigue. The target now only has one leg.\n8\nEnergy sears through the bone, causing the leg to be severed. The target must take a Toughness Test or become\nStunned for 1 Round. In addition the target gains 1d10 levels of Fatigue and is suffering from Blood Loss. The target\nnow only has one leg.\n9\nThe force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a Challenging\n(+0) Toughness Test or die from shock. The leg is utterly lost.\n10+\nIn a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter\nof agonising seconds\n\n254\nVIII : Combat\nTable 8–12: Explosive Critical Effects - Arm\nCritical\nDamage\nCritical Effect\n1\nThe attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.\n2\nThe attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.\n3\nThe explosion takes 1d5 fingers from the target’s hand. The target takes 3 levels of Fatigue and anything carried in the\nhand is destroyed. If this is an explosive, it goes off. Messy.\n4\nThe blast causes the target to howl in agony. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, and the limb is\nuseless until medical attention is received.\n5\nFragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must immediately\nTest Toughness or lose the hand. Even on a success, the hand is useless until medical attention is received. The target\ntakes 1d5 levels of Fatigue.\n6\nThe explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting 1d5\nlevels of Fatigue. The target’s arm is broken and, until repaired, the target counts as having only one arm. In addition,\nthe horrendous nature of the wound means that he now suffers from Blood Loss.\n7\nIn a violent hail of flesh, the arm is blown apart. The target must immediately make a Challenging (+0) Toughness\nTest or die from shock. On a success, the target is Stunned for 1d10 rounds, takes 1d10 levels of Fatigue, and suffers\nBlood Loss. He now only has one arm.\n8\nThe arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with it. The\ntarget is sent screaming to the ground, where he dies in a pool of his own blood and organs.\n9\nWith a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. In\naddition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword)\nthen it explodes, dealing 1d10+5 Impact Damage to anyone within two metres.\n10+\nAs above, except if the target is carrying any ammunition it explodes dealing 1d10+5 Impact Damage to anyone within\n1d10 metres (this is in addition to Damage caused by exploding power weapons noted above). If the target is carrying\nany grenades or missiles, these too detonate on his person.\nTable 8–13: Explosive Critical Effects - Body\nCritical\nDamage\nCritical Effect\n1\nThe target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.\n2\nThe target is blown backwards 1d10 metres, taking 1 level of Fatigue per metre travelled. If he strikes a solid object, he\ntakes 1d5 additional levels of Fatigue.\n3\nThe explosion destroys whatever armour protected the body. If the target wore none, the target is blown backwards\n1d10 metres, as above but the target takes 2 levels of Fatigue for every metre travelled.\n4\nThe explosion sends the target sprawling to the ground. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, and\nmust spend a Full Action to regain his feet.\n5\nConcussion from the explosion knocks the target to the ground and tenderises his innards. The target falls down\nStunned for 1 Round and takes 1d10 levels of Fatigue.\n6\nChunks of the target’s flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is\nStunned for 1 Round, takes 1d10 levels of Fatigue and is now suffering Blood Loss.\n7\nThe explosive force of the attack ruptures the target’s flesh and scrambles his nervous system, knocking him to the\nground. The target falls down, is Stunned for 1d10 Rounds and takes 1d10 levels of Fatigue. In addition, he now\nsuffers Blood Loss and can only take Half Actions for the next 1d10 hours as he tries to regain control of his body.\n8\nThe target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing him\ninstantly.\n9\nPieces of the target’s body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target\nis carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to anyone within 1d10 metres. If the target is\ncarrying any grenades or missiles, these too detonate on the target’s person.\n10+\nAs above, except anyone within 1d10 metres of the target is drenched in gore and must make a Challenging (+0)\nAgility Test or suffer a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight.\n\n255\nVIII: Combat\nTable 8–14: Explosive Critical Effects - Head\nCritical\nDamage\nCritical Effect\n1\nThe explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.\n2\nThe flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.\n3\nThe detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.\n4\nThe force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.\n5\nThe explosion flays the flesh from the target’s face and bursts his eardrums with its force. The target is Stunned for\n1d10 Rounds and is permanently deafened. The target takes 1d5 levels of Fatigue and can only take Half Actions for\n1d5 hours. Finally, the target’s Fellowship drops by 1d10 due to hideous scarring.\n6\nThe target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for\nthe next few minutes. Needless to say this is instantly fatal.\n7\nBoth head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is carrying any\nammunition it explodes dealing 1d10+5 Impact Damage to any creatures within 1d5 metres. If the target was carrying\ngrenades or missiles, these too explode on the target’s person.\n8\nIn a series of unpleasant explosions the target’s head and torso peel apart, leaving a gory mess on the ground. For the\nrest of the fight, anyone moving over this spot must make a Challenging (+0) Agility Test or fall prone.\n9\nThe target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get much deader\nthan this, except…\n10+\nAs above, except such is the unspeakably appalling manner in which the target was killed, that any of the target’s allies\nwho are within two metres of where the target stood, must make an immediate Challenging (+0) Willpower Test or\nspend their next Turn fleeing from the attacker.\nTable 8–15: Explosive Critical Effects - Leg\nCritical\nDamage\nCritical Effect\n1\nA glancing blast sends the character backwards one metre.\n2\nThe force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.\n3\nThe concussion cracks the target’s leg, leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.\nThe target takes 1 level of Fatigue.\n4\nThe explosion sends the target spinning through the air. The target travels 1d5 metres away from the explosion\nand takes 1 level of Fatigue per metre travelled. It takes the target a Full Action to regain his feet and he halves all\nmovement for 1d10 Rounds.\n5\nExplosive force removes part of the target’s foot and scatters it over a wide area. The target must make an immediate\nChallenging (+0) Toughness Test or permanently lose the use of his foot, inflicting 1d5 levels of Fatigue. On a\nsuccess, the target takes 1d5 levels of Fatigue and halves his movement until he receives medical attention.\n6\nThe concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting 1d10 levels of\nFatigue. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the horrendous\nnature of the wound means that he now suffers from Blood Loss.\n7\nThe explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately make a Challenging\n(+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for 1d10 Rounds, takes 1d10\nlevels of Fatigue and suffers Blood Loss. He now has only one leg.\n8\nThe blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the\nragged stump: instantly fatal.\n9\nThe leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing,\nand armour hurtling off in all directions. Anyone within two metres of the target takes 1d10+2 Impact Damage.\n10+\nAs above, except in addition, if the target is carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to\nanyone within 1d10 metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person.\n\n256\nVIII : Combat\nTable 8–16: Impact Critical Effects - Arm\nCritical\nDamage\nCritical Effect\n1\nThe attack numbs the target’s limb causing him to drop anything held in that hand.\n2\nThe strike leaves a deep bruise. The target takes 1 level of Fatigue.\n3\nThe impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand.\n4\nThe impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless for 1d5 Rounds\nand the target takes 1 level of Fatigue.\n5\nMuscle and bone take a pounding as the attack rips into the arm. The target’s Weapon Skill and Ballistic Skill are both\nhalved (round down) for 1d10 Rounds. In addition, the target takes 1 level of Fatigue and must make an Agility Test or\ndrop anything held in that hand.\n6\nThe attack pulverises the target’s hand, crushing and breaking 1d5 fingers (for the purposes of this Critical, a thumb\ncounts a finger). The target takes 1 level of Fatigue and must immediately make a Challenging (+0) Toughness Test\nor lose the use of his hand.\n7\nWith a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the\nground. The arm is broken and, until repaired, the target counts as having only one arm and takes 2 levels of Fatigue.\n8\nThe force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The\ntarget must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is still\nStunned for 1d10 rounds, takes 1d5 levels of Fatigue and is suffers from Blood Loss. He now only has one arm.\n9\nIn a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he twists about in\nagony for a few seconds before collapsing to the ground and dying.\n10+\nAs above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour\nfragments fly about like shrapnel. Anyone within 2 metres of the target suffers 1d5–3 Impact Damage to a random\nlocation (see Table 9–8: Hit Locations).\nTable 8–17: Impact Critical Effects - Body\nCritical\nDamage\nCritical Effect\n1\nA blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.\n2\nThe impact punches the air from the target’s body, inflicting 1 level of Fatigue.\n3\nThe attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.\n4\nThe blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.\n5\nA solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in\nagony. The target takes 1d5 levels of Fatigue and is Stunned for 2 Rounds.\n6\nThe attack knocks the target sprawling on the ground. The target flies 1d5 metres away from the attacker and falls\nprone (if the target strikes a wall or other solid object, he stops). The target takes 1d5 levels of Fatigue and is Stunned\nfor 2 Rounds.\n7\nWith an audible crack, 1d5 of the target’s ribs break. The target can either lay down and stay still awaiting medical\nattention (a successful Medicae Test sets the ribs) or continue to take Actions, though each Round there is a 20% chance\nthat a jagged rib pierces a vital organ and kills the character instantly. The target takes 1d5 levels of Fatigue.\n8\nThe force of the attack ruptures several of the target’s organs and knocks him down, gasping in wretched pain. The\ntarget suffers Blood Loss and takes 1d10 levels of Fatigue.\n9\nThe target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before\ncrumpling to the ground dead.\n10+\nAs above, except the target is thrown 1d10 metres away from the attack. Anyone in the target’s path must make a\nChallenging (+0) Agility Test or be Knocked Down.\n\n257\nVIII: Combat\nTable 8–18: Impact Critical Effects - Head\nCritical\nDamage\nCritical Effect\n1\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\nTest or suffer 1 level of Fatigue.\n2\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\nand Ballistic Skill Tests for 1 Round.\n3\nThe target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\n4\nThe concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5\nThe force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\n6\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\n7\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\nfor 1d10 Rounds and halves all movement for 1d10 hours.\n8\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\nexperience.\n9\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\nmetres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\n10+\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\nany other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\nrange of their weapon.\nTable 8–19: Impact Critical Effects - Leg\nCritical\nDamage\nCritical Effect\n1\nA light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.\n2\nA grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 1 level of\nFatigue.\n3\nThe blow breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds. The\ntarget takes 1 level of Fatigue.\n4\nA solid blow to the leg sends lightning agony coursing through the target. The target takes 1d5 levels of Fatigue and\nhalves all movement for 1d5 Rounds.\n5\nA powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The target’s Agility is\nreduced by –20 for 1d10 Rounds and he takes 1d5 levels of Fatigue.\n6\nSeveral of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an\nimmediate Toughness Test or permanently lose the use of his foot. On a success, halve all movement until medical\nattention is received. The target takes 2 levels of Fatigue.\n7\nWith a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target falls to the\nground with a broken leg and, until it is repaired, he counts as only having one leg. The target takes 2 levels of\nFatigue.\n8\nThe force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately make\na Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for 1d10 rounds, takes\n1d5 levels of Fatigue and suffers Blood Loss. He now only has one leg.\n9\nThe hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to\nstop the sudden flood of vital fluid, he falls to the ground and dies in a spreading pool of gore.\n10+\nAs above, but such is the agony of the target’s death that his piteous screams drowns out all conversation within\n2d10 metres for the rest of the Round.\n\n258\nVIII : Combat\nTable 8–20: Rending Critical Effects - Arm\nCritical\nDamage\nCritical Effect\n1\nThe slashing attack tears anything free that was held in this arm.\n2\nDeep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.\n3\nThe shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops whatever was held in\nthat hand.\n4\nThe attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls prone\nfrom the agony and takes 2 levels of Fatigue. The limb is useless for 1d10 Rounds.\n5\nA bloody and very painful looking furrow is opened up in the target’s arm. The target takes 1d5 levels of Fatigue\nand vomits all over the place in agony. He drops whatever was held and the limb is useless until medical attention is\nreceived. The target also suffers Blood Loss.\n6\nThe blow mangles flesh and muscle as it hacks into the target’s hand, liberating 1d5 fingers in the process (a roll of\na 5 means that the thumb has been sheared off ). The target takes 3 levels of Fatigue and must immediately make a\nChallenging (+0) Toughness Test or lose the use of his hand.\n7\nThe attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting\n1d5 levels of Fatigue. The arm is broken and, until repaired, the target counts as having only one arm. In addition,\nnumerous veins have been severed and the target is now suffering from Blood Loss.\n8\nWith an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson\narc. The target must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test,\nhe is Stunned for 1d10 Turns and suffers Blood Loss. He also takes 1d10 levels of Fatigue and now has only one arm.\n9\nThe attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing the\ntarget instantly.\n10+\nAs above. However, as the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held\nweapon. If the target was carrying a ranged weapon there is a 5% chance that a single randomly determined target\nwithin 2d10 metres will be hit by these shots, in which case resolve a single hit from the target’s weapon as normal.\nTable 8–21: Rending Critical Effects - Body\nCritical\nDamage\nCritical Effect\n1\nIf the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. If he is\nwearing armour, there is no effect. Phew!\n2\nThe attack damages the target’s armour, reducing its Armour Points by 1. In addition, the target takes 1 level of Fatigue.\nIf not armoured, the target is also Stunned for 1 Round.\n3\nThe attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is Stunned for 1\nRound and takes 2 levels of Fatigue.\n4\nA torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move\nthrough this pool of blood must succeed on an Agility Test or fall Prone. The target takes 1d5 levels of Fatigue.\n5\nThe blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes 1d5\nlevels of Fatigue.\n6\nThe mighty attack takes a sizeable chunk out of the target and knocks him to the ground as he clutches the oozing\nwound, shrieking in pain. The target is Prone and takes 1d10 levels of Fatigue.\n7\nThe attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a\nmedic can bind them in place with a successful Medicae Test), or fight on regardless and risk a 20% chance each turn\nthat his middle splits open, spilling his intestines all over the ground, causing an additional 2d10 Damage. In either\ncase, the target takes 1d5 levels of Fatigue and is now suffering Blood Loss.\n8\nWith a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must make\na Challenging (+0) Toughness Test or die. If he passes, he permanently loses 1d10 from his Toughness, takes 1d10\nlevels of Fatigue, and now suffers Blood Loss.\n9\nThe powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the\nground before him. The target is now quite dead.\n10+\nAs above, except that the area and the target are awash with gore. For the rest of the fight, anyone moving within four\nmetres of the target’s corpse must make make a Challenging (+0) Agility Test or fall prone.\n\n259\nVIII: Combat\nTable 8–22: Rending Critical Effects - Head\nCritical\nDamage\nCritical Effect\n1\nThe attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect.\n2\nThe attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring into the\ntarget’s eyes, he suffers a –10 penalty to both Weapon Skill and Ballistic Skill for the next 1d10 Turns. The target takes\n1 level of Fatigue.\n3\nThe attack tears the target’s helmet from his head. If wearing no helmet, the target loses an ear instead and inflicts 2\nlevels of Fatigue.\n4\nThe attack scoops out one of the target’s eyes, inflicting 1d5 levels of Fatigue and leaving the target Stunned for 1\nRound.\n5\nThe attack opens up the target’s face, leaving him Stunned for 1d5 Rounds and inflicting 1d5 levels of Fatigue. If the\ntarget is wearing a helmet, the helmet comes off.\n6\nAs the blow rips violently across the target’s face—it takes with it an important feature. Roll 1d10 to see what the\ntarget has lost. 1–3: Eye (see Permanent Effects on page 201), 4–7: Nose (permanently halve Fellowship), 8–10: Ear\n(permanently reduce Fellowship by 1d10; the wound can always be hidden with hair.) In addition, the target is now\nsuffering Blood Loss and takes 1d5 levels of Fatigue.\n7\nIn a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently blinded and has his\nFellowship permanently reduced to 1d10, and also now has trouble speaking without slurring his words. In addition,\nthe target is suffering from Blood Loss and takes 1d10 levels of Fatigue.\n8\nThe blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his cheek like\nspilled jelly. He’s dead before he hits the ground.\n9\nWith a sound not unlike a wet sponge being torn in half, the target’s head flies free of its body and sails through the air,\nlanding harmlessly 2d10 metres away with a soggy thud. The target is instantly slain.\n10+\nAs above, except the target’s neck spews blood in a torrent, drenching all those nearby and forcing them to make a\nChallenging (+0) Agility Test. Anyone who fails the Test, suffers a –10 penalty to his Weapon Skill and Ballistic\nSkill Tests for 1 Round as gore fills his eyes or fouls his visor.\nTable 8–23: Rending Critical Effects - Leg\nCritical\nDamage\nCritical Effect\n1\nThe attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.\n2\nThe target’s kneecap splits open. He must make a Challenging (+0) Agility Test or fall prone. Regardless, he takes 1\nlevel of Fatigue.\n3\nThe attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes 1 level of Fatigue\nand suffers Blood Loss.\n4\nThe attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. The target moves at\nhalf speed until medical attention is received. In addition, he takes 2 levels of Fatigue.\n5\nIn a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes 1d5 levels of\nFatigue and halves his movement for 1d10 hours.\n6\nThe blow slices a couple of centimetres off the end of the target’s foot. The target must make an immediate\nChallenging (+0) Toughness Test or permanently lose the use of his foot. On a success, movement is halved until he\nreceives medical attention. In either case, the target takes 1d5 levels of Fatigue.\n7\nThe force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and,\nuntil repaired, the target counts as having only one leg. In addition, the level of maiming is such that the target is now\nsuffering from Blood Loss. He also takes 1d10 levels of Fatigue.\n8\nIn a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must\nimmediately make a Toughness Test or die from shock. On a success, the target is Stunned for 1d10 Rounds, takes\n1d10 Fatigue and suffers Blood Loss. He now has only one leg.\n9\nWith a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying\nmoments later.\n10+\nAs above, except that the tide of blood is so intense that, for the remainder of the battle, anyone making a Run or\nCharge Action within six metres of the target this Turn must make a Challenging (+0) Agility Test or fall over.", + "category": "damage", + "tags": [ + "critical damage", + "critical effects", + "damage", + "energy", + "explosive", + "impact", + "rending" + ], + "aliases": [ + "critical damage", + "critical effects", + "energy", + "explosive", + "impact", + "rending" + ], + "relatedRules": [ + "Damage" + ], + "page": 251, + "pageEnd": 260, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_168" + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 100 }, { - "title": "completion (Requisition).", - "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos\n", - "page": 271, + "id": "cr-damage-damage", + "rule_id": "cr-damage-damage", + "title": "Damage", + "summary": "Wounds, damage types, armour/Toughness reduction, and damage recovery.", + "content": "250\nVIII : Combat\niNjury\nA natural consequence of pushing one’s luck in the far\nreaches of the galaxy is getting hurt. Battle-Brothers can\nget into fights with an endless array of enemies, machinery\ncan malfunction, pilots can fail to perform manoeuvres,\nand careless psykers can invite all manner of warp horrors\nto show up and ruin everyone’s day. Common physical\ninjuries to Deathwatch characters are represented by Damage\nand Fatigue. Additionally, characters can also experience\nseveral types of Conditions and Special Damage such as fire,\nsuffocation, being Stunned, and the amputation of limbs.\nWith all these different types of punishment waiting to befall\ncharacters, it is important to know how much physical abuse\na character can take, and a key measurement of this is how\nmany Wounds he possesses.\nwounDs\nWounds are a measurement of how much punishment a\ncharacter can take before suffering debilitating effects and\nultimately, death. Every character in Deathwatch has a\nspecified number of Wounds. A character can often increase\nhis Wounds by spending Experience Points (see Chapter II:\nSpecialities). Wounds do not normally deplete. Even when a\ncharacter is injured, that injury does not decrease his Wounds.\nInstead, a character’s Wounds simply serve as a threshold,\nand the injury is recorded on his character sheet as Damage.\nWhen a character’s Damage exceeds his Wounds, he is in real\ntrouble.\nDamage\nDamage is physical trauma dealt to a character. Characters\ncan suffer Damage a number ways including being shot by a\nboltgun, lacerated by daemon claws, falling into a lava-filled\ncrevasse, exposure to the hard vacuum of space, and so forth.\nWhen a character suffers Damage, record the amount on his\ncharacter sheet. That Damage remains with the character\nuntil it is removed over time by natural healing, or the\ncharacter receives medical attention (see page 262). Damage\nis cumulative; each time a character suffers Damage, the\namount is added to any previous Damage he had. Each time\na character is dealt Damage, there may be an opportunity for\nhim to reduce it before it is applied to his total. By default, a\ncharacter reduces incoming Damage by an amount equal to\nhis Toughness Bonus. Armour can also help further reduce\nDamage. If the source of the Damage struck a body location\nprotected by armour, the incoming Damage is reduced by an\namount equal to the Armour Points provided by the armour.\nIt is important to note that some sources of Damage ignore\narmour and/or Toughness; such cases are always detailed in\nthe description of the Damage source. As long a character’s\ntotal Damage is equal to or less than his Wounds, his body\nstill functions normally. If a character’s Damage ever exceeds\nhis Wounds, he begins to take Critical Damage.\nexample\nMyrdor has 15 Wounds and a Toughness Bonus of 8 (due to his\nUnnatural Toughness trait). He is also wearing Adeptus Astartes\npower armour that provides 10 Armour Points of protection to his\narms, body, and legs. He is shot by a lascannon that deals 21 points\nof Damage to his body. His armour reduces the Damage by 10, and\nhis Toughness Bonus reduces it by another 8, leaving 3 points of\nDamage. Myrdor’s player records 3 Damage on his character sheet.\nLater, Myrdor is struck in the head by a genestealer for 19 points\nof Damage. Myrdor reduces the incoming Damage by 8, thanks to\nhis Toughness Bonus, but since he wasn’t wearing a helmet, that’s\nas much reduction as he’s going to get. Myrdor therefore suffers 11\nDamage, which is recorded on his character sheet by adding it to his\nprevious Damage. Myrdor has now suffered a total of 14 Damage,\nwhich is one less than his 15 Wounds. Another hit would likely\ninflict Critical Damage!\nDamage types\nAll Damage is divided up into four types: Energy (lasers, fire,\nplasma), Explosive (grenades, bolt rounds, missiles), Impact\n(clubs, bullets, falling) and Rending (swords, chain weapons,\nclaws). If a source of Damage does not specify a type, treat\nit as Impact. Damage Type is usually only important for\ndetermining Critical Effects resulting from Critical Damage.\ncritical damage\nWhenever a character’s total Damage exceeds his Wounds,\nbe begins to take Critical Damage. Each time a character\nsuffers Critical Damage, he also suffers one or more Critical\nEffects. These are determined by consulting the appropriate\nCritical Effect Table based on the affected body location\n(Arm, Body, Head, or Leg) and the type of Damage (Energy,\nExplosive, Impact, or Rending). As with normal Damage,\nCritical Damage is cumulative and remains with the character\nuntil he either heals naturally over time or receives medical\nattention (see page 262). Each Critical Effect also has its\nown duration (including permanent). If a Critically Damaged\ncharacter suffers more Damage, the amount is added to his\nexisting Critical Damage and a new set of Critical Effects are\napplied based on his total Critical Damage (assuming he is\nstill alive).\nsuDDen Death crItIcal Damage\n(optIonal rule)\nTo speed up combat involving a large number of enemies,\nthe GM can adopt Sudden Death Critical Damage instead\nof detailing every Critical Effect. With this method, all\nminor foes, minions, nameless goons, and so forth simply\ndie as soon as they take any amount of Critical Damage.\nSudden Death Critical Damage should not be used for\nPCs or important villains—they deserve to savour every\ngory detail offered by the full array of Critical Effects.", + "category": "damage", + "tags": [ + "armour", + "damage", + "toughness", + "wounds" + ], + "aliases": [ + "armour", + "damage", + "toughness", + "wounds" + ], + "relatedRules": [ + "Critical Damage" + ], + "page": 251, + "pageEnd": 251, "source": "Core Rulebook", "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-damage-righteous-fury", + "rule_id": "cr-damage-righteous-fury", + "title": "Righteous Fury", + "summary": "Exploding damage on natural 10s after a successful attack confirmation.", + "content": "245\nVIII: Combat\na number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\nof Degrees of Success is the minimum amount of Damage\nthat attack will inflict on a single dice. If the attack inflicts\nmore than one dice of Damage, the player may apply the\nDegrees of Success from the attack roll as the minimum result\nto one dice of his choice.\nIf a natural 10 is rolled on any Damage die, there is a\nchance of Righteous Fury.\nrIghteous Fury\nWhen rolling Damage after a successful attack, if any die\nrolled results in a natural 10, there is a chance the Emperor’s\nfavour is with the attacker (This also includes a result of 10\nwhen rolling 1d5 for Damage.) This calls for a second attack\nroll that is identical, all modifiers included, to the original\nattack. If that second attack hits, the attacker may make an\nadditional Damage roll and add it to the Damage total. If\nthe additional Damage roll also results in a natural 10, the\nEmperor has indeed smiled upon the attacker and he may\nmake yet another Damage roll and add it to the Damage total.\nThis process continues as long at least one Damage die results\nin a natural 10.\nexample\nHelgath has hit the giant squig with his bolt pistol and proceeds\nto make his Damage roll. A bolt pistol deals 2d10+5 points of\nDamage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds\n5 for a total of 23. In addition, as one of the dice results was a 10,\nhis attack is also a possible Righteous Fury! Helgath then makes a\nsecond attack roll identical to his first, which is a Ballistic Skill Test\nusing his modified Ballistic Skill of 25. Helgath makes a percentile\nroll and gets 22, which is a hit! He now makes a second Damage\nroll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.\nHelgath’s Damage total for this attack is 38 (23+15=38). The\nEmperor has truly smiled upon Helgath this day.\nstep FIve: target applIes Damage\nFrom the Damage total, the target subtracts his Toughness Bonus\nand any Armour Points that protect the location hit by the attack.\nIf this reduces the Damage to zero or less, the target shrugs off\nthe attack. Any remaining Damage is recorded by the target as\nDamage. If the target’s Damage equals or exceeds his Wounds,\nhe notes any excess Damage as Critical Damage, and the GM\nconsults the appropriate table based on the type of Damage, the\nlocation hit, and the amount of Critical Damage accumulated. See\nCritical Damage on page 250 for more information.\nexample\nHelgath’s bolt pistol shot has struck the giant squig’s body for 38 total\nDamage. The GM notes the creature’s Toughness Bonus is 8 and it\ndoes not have any Armour Points protecting its body. He subtracts\neight points from the total Damage, leaving 30. The creature has\nonly 25 Wounds, so it thuds to the ground dead.\nunarmeD combat\nNot every fight in Deathwatch requires bolters and power\nswords. Some conflicts can be settled the old-fashioned way\nwith fists (not to mention feet and, if the character is a dirty\nscummer, teeth). To make an unarmed attack, the attacker must\nbe engaged in melee with his opponent. The attacker then makes\na Challenging (+0) Weapon Skill Test, or if his opponent\nis armed with a weapon, a Hard (–20) Weapon Skill Test. If\nthe unarmed attack hits, it deals 1d5–3 Impact Damage, plus\nthe character’s Strength Bonus. Normal unarmed attacks are\nPrimitive (see page 143). In addition, a successful hit that inflicts\nDamage equal to or greater than the target’s Toughness Bonus\nalso inflicts one level of Fatigue. During unarmed combat, if a 10\nis rolled on a die for Damage, the rules for Righteous Fury apply\nwith 10s counting as 5s in terms of damage caused. As with most\nmelee attacks, an Unarmed attack can be Parried.\ntactIcal combat maps\n(optIonal)\nDuring large combats, some players may want visual\nreferences to help keep track of enemy positions, as well as\ntheir own. The GM can accomplish this by sketching out\nsimple overhead maps on paper. Many game stores also\nsell large game mats that you can draw on with wet-erase\nmarkers. These mats are usually pre-printed with squares\ngrids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nminiatures where a one inch square represents one square\nmeter. While tactical combat maps can be very useful, they\nare not necessary to play Deathwatch. Many roleplayers\nprefer to use rich narrative descriptions to allow fellow\nplayers to simply imagine all the action. This requires\nplayers to keep a snapshot of the relative positions of all\ncombatants in their heads, but it also allows for greater\nfreedom in detailing the events of a combat.\nspray anD pray\nOne of the basic requirements for making an attack is\nthat the attacker needs to be aware of his target. But why\ncan’t someone just blast away into the darkness in the\nhopes of hitting something that might be hiding there?\nThis is possible of course, but it shouldn’t be treated as a\nnormal attack. Instead, the GM should simply decide the\nlikely outcome of such an action, taking all appropriate\nfactors into consideration. For example, if the GM\nknows there is a hulking xenos monstrosity lurking in\nthe darkness, it makes sense that it would be hit by a\nrandom volley of gunfire shot in its general direction.", + "category": "damage", + "tags": [ + "damage", + "righteous fury" + ], + "aliases": [ + "damage", + "righteous fury" + ], + "relatedRules": [ + "The Attack" + ], + "page": 246, + "pageEnd": 246, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 + }, + { + "id": "cr-equipment-weapon-special-qualities", + "rule_id": "cr-equipment-weapon-special-qualities", + "title": "Weapon Special Qualities", + "summary": "Rules for Accurate, Balanced, Blast, Flame, Tearing, Toxic, Storm, and other qualities.", + "content": "142\nV : Armoury\nAstArtes WeApons\nJust as the Space Marines are paragons apart from mankind,\ntheir weapons are likewise a class unto themselves. Many\ndesigns throughout the Imperium are simply the best attempts\nto mimic Astartes designs on a scale that a normal human can\ncontrol. The original, unadulterated versions of their arms and\nequipment shame such replicas. Over millennia, a particular\nChapter forge may have made their own adaptations to a\ndesign, just as a warrior may have left battle scars on a combat\nknife before it passed to his next Battle-Brother. However,\nthe essentials of most weapon types (along with some rare\nweapons themselves) have been in service since the first\nFounding, and in the Imperium, ancient is better.\nArmoury entries that begin with “Astartes” designate an\nitem that is designed specifically for use by Space Marines. Its\nsize, weight, and potentially its technology base are different\nfrom outwardly similar models found in the hands of other\norganizations. These items are very difficult to obtain (and\nuse) outside the Adeptus Astartes.\nWeApon speciAl\nQuAlities\nSome weapons possess special qualities to represent such\nthings as special damage or unusual effects. The following\nare the most widely used weapon qualities:\naCCuRate\nSome weapons are designed with precision in mind and\nrespond superbly in skilled hands. They grant an additional\nbonus of +10 to the firer’s Ballistic Skill when used with an\nAim Action in addition to the bonus Aiming grants. When\nfiring a single shot from a single Accurate Basic Weapon, if\nsuch an attack also uses the Aim action, it gains an extra 1d10\nof damage for every two degrees of success to a maximum of\ntwo extra d10.\nbalanCed\nSome weapons, such as swords and knives, are designed so\nthat the weight of the hilt balances the weight of the blade,\nmaking the weapon easier to wield. Balanced weapons grant\na +10 bonus to Weapon Skill Tests made to Parry.\nblast (x)\nMany missiles, grenades, and some guns create an explosion\nwhen they hit. When working out the effects of a Blast\nweapon, anyone within the weapon’s blast radius in metres\n(the number in parenthesis) is also hit. Roll Hit Location and\nDamage individually for each person affected by the blast.\nConCussive\nThe weapon causes a barrage of sound and force upon impact.\nWhen you strike an opponent with a Concussive weapon, he\nmust make a Toughness Test at a Difficulty of –10 per degree\nof success by which the attack succeeded or be Stunned for\n1 Round. Auditory protection confers a +10 bonus to this\nTest, but does not negate the kinetic energy of the blast.\nAdditionally, any target taking Damage greater than his\nStrength Bonus from a Concussive weapon is automatically\nknocked down.\ndefensive\nA Defensive weapon, such as a shield, is intended for blocking\nand is therefore awkward when used to make attacks.\nDefensive weapons grant a +15 bonus to tests made when\nused to Parry, but take a –10 penalty when used to attack.\ndevastating (x)\nEither because of an unnatural psychological property or\npure destructive power, a Devastating weapon shakes the\nconfidence of a Squad struck by it. If the weapon hits, it\ndoes one additional point of Cohesion Damage regardless\nof Damage to Wounds, in addition to secondary effects on\nCohesion from the hit’s Damage and other results. If the target\nis a Horde, it reduces its magnitude by a number equal to the\nnumber in parenthesis every time it is hit by this weapon.\nfelling (x)\nDesigned to puncture and to mangle, this weapon is capable\nof toppling even the mightiest foes. If the weapon hits, it\nignores a number of levels of Unnatural Toughness possessed\nby the target equal to the number in parenthesis. For instance,\na Felling (1) weapon ignores the benefits of Unnatural\nToughness (x2) and would reduce the benefits of Unnatural\nToughness (x3) by one multiplier.\nexample\nBrother Argos fires his bolter (loaded with vengeance rounds) against\na Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\n(x3), raising its Toughness Bonus from 5 to 15. The vengeance\nrounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\nflame\nFlame weapons project a cone of flame out to the Range of\nthe weapon. Unlike other weapons, flamers have just one\nrange. When fired, they cast fiery death out to this distance.\nThe wielder does not need to Test Ballistic Skill; he simply\nfires. The flame’s path is a cone-shaped area extending in a\n30 degree arc from the firer out to the weapon’s Range. Any\ncreatures caught in it must succeed on an Agility Test or be\nstruck by the flames and take damage normally. If they take\ndamage, they must succeed on a second Agility Test or catch on\n\n143\nV: Armoury\nfire. (For the effects of being on Fire, see page 260.) Cover does\nnot protect characters from attacks made by Flame weapons.\nNormally, when a weapon is fired without the appropriate\nWeapon Training Talent or a heavy weapon is fired without\nbracing, the wielder suffers a –20 or –30 penalty respectively\nto his Ballistic Skill Test. When a wielder who does not possess\nthe appropriate Weapon Training Talent fires a weapon with\nthe Flame Quality, anyone in the area of effect gains a +20\nbonus to his Agility Test to avoid damage. This bonus rises to\n+30 if the weapon is heavy and the wielder is not braced.\ngyRo-stabilised\nThe weapon has a small auto-stabilisation unit that is typically\nbuilt towards the end of the barrel. While not as powerful as a\nsuspensor, the gyro-stabiliser helps keep the weapon levelled at\nthe optimal angle for firing. A Gyro-Stabilised weapon never\ncounts its target as being further than Long Range (normal\nmaximum range still applies). Heavy weapons with this Quality\nreduce the penalty for firing without Bracing to –20.\nhaywiRe (x)\nThe weapon generates an electro-magnetic field that troubles\nthe machine spirits of most technology. Everything within\nthe field’s radius, indicated by the number in parenthesis,\nis affected. Roll on Table 5–4: Haywire Field Effects\n(with any modifiers from the weapon) to determine the\nstrength of the effect. As the field slowly dissipates, the\nstrength lessens one step in severity each round until it b\necomes Insignificant.\noveRheats\nCertain weapons are prone to overheating, either because\nof poor design or because they fire unstable superheated\nammunition. A weapon with this Quality overheats on an\nattack roll of 91 or higher. When this happens, the wielder\nsuffers energy damage equal to the weapon’s damage with\na Penetration of 0 to an arm location (the arm holding the\nweapon if it was fired one-handed, or a random arm if it\nwas fired with two hands). The wielder may choose to avoid\ntaking damage by dropping the weapon. Dropping a weapon\nis a Free Action. A weapon that overheats must spend the\nround afterwards cooling down and may not be fired again\nuntil the second round after overheating. A weapon with\nthis Quality does not Jam, and any effect that would cause a\nJam (i.e., certain psychic powers) instead causes the weapon\nto overheat.\npoweR field\nA field of power wreathes weapons with this Quality,\nincreasing their Damage and Penetration. Such modifiers\nare already included in the weapon’s profile. When the\nwielder successfully uses this weapon to Parry an attack\nmade with a weapon that lacks this Quality, he has a 75%\nchance of destroying his attacker’s weapon. Weapons with\nthe Warp Weapon Trait and Natural Weapons are immune to\nthis effect.\npRimitive\nCrude and basic in design, these kinds of weapons, while still\ndeadly, are less effective against modern armour. All Armour\nPoints are doubled against hits from Primitive weapons unless\nthe armour also has the Primitive Quality. Non-Primitive\narmour doubles its AP before being reduced by Penetration.\nRazoR shaRp\nThe shearing edge of this weapon can glide through the most\nadvanced armour as though it were primitive tin. When rolling\nto attack with this weapon, if the attack roll results in two or\nmore Degrees of Success, double the weapon’s Penetration.\nReChaRge\nBecause of the volatile nature of the weapon’s ammunition or\ndue to the way it fires, the weapon needs time between shots\nto Recharge. The weapon must spend the Round after firing\nbuilding up a charge and cannot be fired—in effect you can\nonly fire the weapon every other round.\nTable 5–4: Haywire Field Effects\nRoll\nField Strength\n20 or less Insignificant: There is no noticeable effect on nearby technology.\n21-40\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\n41-60\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\npenalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\n61-80\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\none level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100\nProlonged Dead Zone: As Dead Zone.\n\n144\nV : Armoury\nReliable\nBased on tried and true technology, Reliable weapons seldom\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of\n10 has it in fact Jammed. Otherwise, it just misses as normal.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nDamage, which has certain effects on some Daemonic and\nwarp creatures. All weapons with this special Quality must be\neither Exceptionally or Master-Crafted.\nr\nThe standard ammunition of these weapons spreads out when\nfired, hitting more of the target. If fired at a foe within Point\nBlank Range, every two degrees of success indicates another\nhit (use Table 8–2: Multiple Hits on page 239). However,\nat longer ranges this spread of small projectiles reduces its\neffectiveness. Double all Armour Points against hits from\nScatter weapons at Long or Extreme Range.\nshoCking\nShocking weapons can stun their opponents with a powerful\nsurge of energy. A target that takes at least 1 point of Damage\nfrom a Shocking weapon after Armour and Toughness Bonus\nmust make a Toughness Test. He receives a +10 bonus for\nevery Armour Point on the location hit. If he fails, he is\nStunned for a number of Rounds equal to half the Damage\nhe suffered.\nsmoke\nThese weapons throw up dense clouds of smoke to create cover.\nWhen a hit is scored from a weapon with the Smoke Quality, it\ncreates a smokescreen 3d10 metres in diameter from the point\nof impact. This screen lasts for 2d10 Rounds, or less in adverse\nweather conditions (see page 249).\nsnaRe\nWeapons with this Quality are designed to entangle enemies.\nOn a successful hit, the target must make an Agility Test\nor be immobilised. An immobilised target can attempt to\nburst the bonds (a Strength Test) or wriggle free (an Agility\nTest) on his Turn. The target is considered helpless until\nhe escapes.\nstoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nteaRing\nTearing weapons are vicious devices, exploding while lodged\ninside their victim or using multitudes of fast-moving jagged\nteeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nc\nSome weapons rely on toxins and poisons to do their damage.\nAnyone that takes Damage from a Toxic weapon after\nreduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nFailure, however, deals an immediate 1d10 points of Impact\nDamage to the target with no reduction from Armour or\nToughness Bonus.\ntwin-linked\nA Twin-linked weapon represents two identical weapons\nconnected together and linked to fire at the same time, often\nthrough one pull of the trigger or push of a button. Twin-linked\nweapons are built this way in order to increase the chances of\nscoring a hit through the crude expedience of blasting more\nshots at the target. A weapon with the Twin-linked Quality\ngains a +20 bonus to hit when fired and uses twice as much\nammunition. In addition, the weapon may score one additional\nhit if the attack roll succeeds by two or more degrees of success.\nLastly, the weapon’s reload time is doubled.\nunbalanCed\nHeavy and difficult to ready after an attack, Unbalanced\nweapons impose a –10 penalty when used to Parry.\nunwieldy\nHuge and often top-heavy, Unwieldy weapons are too\nawkward to be used defensively. Unwieldy weapons cannot\nbe used to Parry.\nvolatile\nVolatile matter is charged with potential energy, and reacts\nviolently on a solid hit. If a 10 is rolled for Damage on a\nweapon with the Volatile Quality, Righteous Fury occurs\nautomatically, dealing another 1d10 points of Damage. If\nthe second roll results in 10, further Damage is possible (see\nRighteous Fury on page 245).", "category": "equipment", - "id": "rule_169" - }, - { - "title": "Requisition is divided among each Battle-Brother", - "content": "of such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n", - "page": 272, + "tags": [ + "accurate", + "balanced", + "blast", + "equipment", + "flame", + "storm", + "tearing", + "toxic" + ], + "aliases": [ + "accurate", + "balanced", + "blast", + "flame", + "storm", + "tearing", + "toxic" + ], + "relatedRules": [ + "Weapon Profiles" + ], + "page": 143, + "pageEnd": 145, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_170" - }, - { - "title": "Table 9–4: Setting Requisition", - "content": "Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n", - "page": 272, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_171" - }, - { - "title": "REcovERy", - "content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent,\nin difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander\nthey need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost\nusually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy\nas bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of\nexiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy\noften involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\ne A Recovery Mission’s Primary Objective is typically the\n", - "page": 273, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_172" - }, - { - "title": "01–20", - "content": "normally.\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_174" - }, - { - "title": "21–40", - "content": "encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_175" - }, - { - "title": "41–60", - "content": "the object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_176" - }, - { - "title": "61–80", - "content": "makes all tests with a –10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\n81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_177" - }, - { - "title": "101–120", - "content": "is still shaken and takes all tests with a –10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\n121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_178" - }, - { - "title": "131–140", - "content": "whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\n141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_179" - }, - { - "title": "171+", - "content": "successful, he falls catatonic for 1d5 hours as above.\nTable 9–8: The Insanity Track\ns\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 0–30 +0 —\nGM’s call as to when and where they occur and should Primarch’s Curse\nnot be considered to be automatic. They can be best 31-60 –10\nLevel 1\nused to bring home the horrific nature of a location Primarch’s Curse\n", - "page": 276, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_180" - }, - { - "title": "61–90 –20", - "content": "IX: The Game Master\nor artefact and even at important junctures to weaken Level 2\nthe players’ allies—such as having Inquisitorial Primarch’s Curse\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_181" - }, - { - "title": "91–99 –30", - "content": "agents refuse to accompany the Battle-Brothers into a Level 3\nbuilding or chamber out of terror. The following are Character\nsome guidelines for setting Degrees of Fear outside of 100+ — removed from\ncombat: play\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_182" - }, - { - "title": "Fear 1-Disturbing (0): Viewing the scene of a", - "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it\nweeping statues, etc.\nCharacters may be able to shake off some of the effects of\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_183" - }, - { - "title": "Fear 2-Frightening (–10): Meeting someone you", - "content": "Fear after the initial shock has worn off. Where specified on\nknow to be dead, being buried alive, major supernatural\nTable 9–7: The Shock Table that a character may “snap\nor psychic phenomena—the skies raining blood, a\nout of it,” he can make a Willpower Test in his next Turn. If\npainting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_184" - }, - { - "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", - "content": "may act normally. If he fails, the effect continues and the\ninexplicable death (the man next to you on the shuttle\ncharacter may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_185" - }, - { - "title": "of revelation (finding yourself covered in blood,", - "content": "surrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nacross a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_186" - }, - { - "title": "Fear 4-Terrifying (–30): Experiencing a full-", - "content": "resistant. While lesser men turn into raving lunatics or\nscale daemonic incursion, discovering your failure\nmurderous villains, a Battle-Brother’s psycho-conditioned\nis responsible for the deaths of millions, staring\nbrain suppresses or discounts such delusions, instead\nunprotected into the warp.\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\nr a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their\neveryone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe\nthe morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of\nwill break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he\nshows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_187" - }, - { - "title": "source of Fear.", - "content": "s\nfailing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still\nimmediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both\nare applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also\nsituation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted\nand suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of\nconcentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also\nin the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it\ncoming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy\ncombat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of\nthe character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.\n", - "page": 277, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_188" - }, - { - "title": "IMPERIUM", - "content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT\nsacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his\nascension to the arcane mechanism of the Golden\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and\nhis psychic mind is wholly preoccupied within warp space\nT\nhe 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced\nthousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary\nhailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the\nuniverse. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood\nof space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The\n", - "page": 282, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_189" - }, - { - "title": "THE SOUL BINDING", - "content": "No ordinary psyker could transmit a message\nsuch vast distances. Astropaths only through the warp, nor could he receive a tele\npathic message over\nspecial ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperor’s power with their own. This ritu\nal, kno wn as the Soul\nthe Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for\nnot all of those that survive retain theiicr san the psyker, and not all survive despite year\ns of preparation, and\nity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the\nor touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme\nappear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste\nd, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\n", - "page": 284, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_190" - }, - { - "title": "EXTERMINATUS", - "content": "espread that there\nit may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide\nis no poss ibility of solu tion or rede mpt vidu al wou ld only serve to\nor indi vidu al, whe re the rem ova l of the movement or it brings\nfor a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that\n", - "page": 285, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_191" - }, - { - "title": "strengthen the sub vers ive cau se they", - "content": "ation.\na large segment of a population beyond salv\nalarming manner, either overtly or cove rtly,\ncrib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo\nry that an aggressive\nholding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging\nto certain thre ats can serv e as a pow\ning their treacherous designs.\nothers of a heretical leaning from contemplat\nerminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors\ntly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand\nened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be\nare hard ty man be free to spre ad his heresy. Alth\nthan a sing le guil term.\ninnocents suffer death\nerm inat us, such is the thre at pose d that countless billions more are saved in the long\nlost during an Ext\nThe imperiAl nAvy The AdepTus\n", - "page": 285, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_192" - }, - { - "title": "SEGEMENTUM", - "content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza\nus\nSEGEMENTUM Xenax\n", - "page": 287, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_193" - }, - { - "title": "ULTIMA", - "content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice\nestus\n", - "page": 287, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_194" - }, - { - "title": "THE AGES OF HUMANITY", - "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\n", - "page": 288, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_196" - }, - { - "title": "suppressiOns", - "content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for\nstrategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against\nfrom long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial\nfrom battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given\nto fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates\nto become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against\nstrewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or\nsmash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and\nweapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate\nfoolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting\n", - "page": 298, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_197" - }, - { - "title": "CHINE", - "content": "d\n“Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias,\ninductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\n–Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more\nfor aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who\nmonths to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of\nis likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments\nof his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds,\nrebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used\n", - "page": 299, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_198" - }, - { - "title": "holds no fear.", - "content": "Deathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of\nunholy abomination, it cannot make his body impervious to the\nalien’s blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only\nnames never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies\nour names and our deeds.” are proof against almost any attack, and their weapons and\narmour are superior to almost anything they might face. For ten\n–Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very\ndeath at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave\nafter wave of alien invaders and taking the battle to whatever\nT\nhe Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the\nstars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are\n", - "page": 302, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_199" - }, - { - "title": "THE PUREST OF T", - "content": "ies\nan ce is en tir ely fre e of taint. While most impurit\ninherit othecaries,\nthat a Chapter’s genetic amongst a Chapter’s Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern\nuence, others are a ma s are afflicted by\nare of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst,\ntheir effects constantly gu\narded against. Tw\nac e W olv es. Th e for me r suffer from the Red Th\nSp\ne Blood Angels and the ions of the death of his\nPrimarch that\nsuch an inheritance – th su ch ov erp ow eri ng vis ffer\nwhich condemns a Battl\ne-Brother to suffer\nnk s of th e D ea th Co mp any. The latter may su\ne ra\ndman, and must enter th d fangs. If there is any\npossibility\nhe becomes a frothing ma gin g be as t of mu scl e an e\nulfen, and become a ra dispatched to serve in th\nfrom the Curse of the W y succu mb to it, he wi ll no t be\nnister\nsceptible to such a fate ma ainst his curse, and admi\n", - "page": 308, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_200" - }, - { - "title": "THE DEATHWATCH AND THE CODEX ASTARTES", - "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\n", - "page": 311, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_201" - }, - { - "title": "RADICALS AND PURITANS", - "content": "the\ninstitution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man\nto enact his duty as he sees fit. Over the mill\nvery highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The\ndoctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m\nss of\nmust be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin\nsuch threats everywhere they look, and they\ntheir source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the\nentire planetary populations that the sins r disposal, including using the weapons of their enemies in the\nother hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has\nfurtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists,\nbeen infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets\nwith one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as\n", - "page": 316, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_202" - }, - { - "title": "BLACK SHIELDS", - "content": "Every so often, perhaps only once in\nthe service of a Watch Commander,\nbearing no Chapter iconography, his a warrior\narmour painted entirely black, presen\nat the Watch Fortress. By ancient ts himself\ntradition, these warriors are not que\npressed to explain their origins. The stio ned or\nWatch Commander has the right to\naway, but in practice this rarely occ tur n them\nurs.\nWho are these mysterious warriors,\nwho shroud their Chapter symbols\nbeneath dark hoods? Some say tha and often hide their faces\nt they are the last of their Chapte\nhaving been lost to war, disaster or the rs, their Battle-Brothers\nirreversible destabilisation of their gen\nthat these lone strangers might hav e-seed. Others whisper\ne remained true to their oaths while\nagainst them. Some may even be tra all of their fellows turned\nitors turned back to the light, but hau\nblasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in\ncommon is that when they enter serv\nit is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle\nare possessed of a dour fatalism, as -Brothers to rejoin. Some\n", - "page": 318, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_203" - }, - { - "title": "CATECHISM OF THE XENOS", - "content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho-\nMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus\ncrusaDe\n•\nt\n•\nt\n•\nt\nChapter XII: enemies of the Imperium have been denied and cast down\namongst the Reach’s forgotten stars, and many great threats\nended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatch’s\ndistant masters. However, these battles have been but the\nprelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of\nthe Deathwatch may be the only way to influence the outcome\nof the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\nt\n–Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed,\nthe outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it\nwas not always like this. The area of space now known as the\n", - "page": 319, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_204" - }, - { - "title": "disturb the plains of grey dust that cover", - "content": "no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few\nyet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face\nlain why the Watch\nthe sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle\nss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace\ngranted the most secret information of how\nat the system’s edge, or not at all.\nhes it to remain\nem itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst\nunobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting\nhoused in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may,\nformed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour\n", - "page": 328, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_205" - }, - { - "title": "THE HADEX ANOMALY", - "content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as ‘the iron pit’ by the debased human renegades\n–From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts\nphenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During\nsimilar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation,\nturbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer\nand twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress\nalmost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than\nsmaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,\n", - "page": 348, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_206" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { + "id": "cr-hordes-hordes", + "rule_id": "cr-hordes-hordes", "title": "Hordes", - "content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n•\nnon-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn\na rabble into a force to be reckoned with. Some of the most\nAdversaries\npowerful Master tier enemies are both terrifying foes and\ncunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries\nhave seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents\nand multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers\nbetween them and the end of days.” must face and defeat. When creating such an enemy force there\nare some useful guidelines to bear in mind.\n–Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes\naddress at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time\nto wear down, whereas Elites and Masters have to be focused\nT\nhe destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them\n", - "page": 356, + "summary": "Creating, attacking, damaging, breaking, and running Hordes.", + "content": "359\nXIII: Adversaries\nHordes\n“Their numbers darkened the land, and blotted out the sun. As many\nas there are stars in the sky, or grains of sand on the seashore they\ncame to slay us and take what we would deny them.”\n–Varrus, Captain of the Storm Wardens’ 3rd Company,\nspoken of the second defence of Karlack\nT\nhe enemies of Mankind can attack in vast numbers; howling\nheretics, skittering Hordes, and ranked warriors. Alone,\nsuch enemies would stand no chance against the might of\nthe Adeptus Astartes. Together in large groups, however, they can\npose an overwhelming threat. Hordes have the potential to defeat\nthe Emperor’s finest by sheer weight of fire and numbers. The\nrules presented here are intended to help Games Masters reflect\nthese massed forces that the Deathwatch may face in battle.\nIt is important to note that not every enemy is suitable to form\na Horde. The GM should use his discretion to decide whether or\nnot an enemy can form a Horde. For example, it is unlikely that\n50 jungle snakes would be a threat to a Space Marine, even as a\nHorde! However, 50 Tyranid Hormagaunts will certainly threaten\na Kill-team of Deathwatch Space Marines.\nWhen a creature has a special Quality for its attacks (e.g.,\nTearing or Toxic), the default method is to apply that Quality to\nall of the attacks for a Horde made up of that creature. However,\nthe GM should use his discretion for when the Quality should\nnot apply (for instance, if over half of the creatures in the Horde\ndo not possess that Quality). Also, the GM should be aware that\nspecial Qualities for the Horde’s attacks can make an encounter\nwith a Horde particularly dangerous for the Space Marines, and\nadjust accordingly.\nUsing a horde\nA Horde should be treated by the Games Master as a single vast\ncreature. The Horde has the same profile as the base creature which\nmakes up its numbers. A Chaos Heretic Horde, for example, has\nthe same profile as an individual Chaos Heretic on page 364,\nfor example. The only exception to this is that a Horde replaces\nthe individual creature’s Wounds value with its Magnitude and\nlocation based armour with a single armour value.\nmagniTude\nA Horde is a vast number of one type of enemy or creature\nattacking in large numbers. The abstract number of enemies\nmaking up such a Horde are reflected in the Horde’s\nMagnitude. This represents the Horde’s determination and\nnumbers as an abstract value: one point of Magnitude does\nnot equal one individual enemy or creature.\nHorde TraiTs\nA creature entry may have a Trait listed that has (Horde)\nwritten next to it. These Traits represent the way particular\ncreatures fight in large numbers, and only apply when that\ncreature is used as the basis of a Horde.\naTTacking a horde\nA character can damage a Horde by shooting it with ranged\nweapons or attacking it in melee. These attacks are treated\nas if they are against a single creature even though they may\nrepresent mowing down ranks of enemies or scything through\nmany foes.\nCharacters must still roll to hit a Horde, but the appropriate\nsize bonus should apply to these tests based on the Horde’s\nMagnitude.\nWeapons that can fire on full, or semi-auto will cause additional\nhits. These hits must be allocated against the Horde and not any\nindividual Lieutenants or Masters that may also be present.\ndamaging a Horde\n• Each hit that causes any amount of damage reduces a\nHorde’s Magnitude by one. Therefore, an attack that,\nafter accounting for armour and Toughness Bonus, causes\n15 points of damage reduces the Horde’s Magnitude by\n1. The deliberate consequence of this is that sustained\nfire and blast weapons are much more effective against\nHordes than weapons which fire only one shot; a\nlascannon is a weapon for destroying tanks not mowing\ndown large numbers of infantry.\n• Weapons that inflict Explosive Damage (X) gain a\nbonus against Hordes, and count as having inflicted one\nadditional Hit.\n• Locations are not used when fighting a Horde.\n• A Horde has a single armour value at is applied to all\ndamage rather than different armour values for different\nlocations.\n• Hordes may be Pinned as normal (with the entire Horde\nmaking a single Willpower Test). However, Hordes gain\na bonus to their Willpower Tests to resist pinning equal\nto its Magnitude.\nmelee\nWhen fighting against a Horde in Melee, a Space Marine\ninflicts one hit for every two Degrees of Success on his\nWeapon Skill Test. Melee weapons with the Power Field\nQuality inflict one additional hit.\nBlast Weapons\nA Blast weapon that hits a Horde hits a number of times equal\nto its Blast value. So a grenade with Blast (4) will automatically\nhit four times if successfully lobbed into the Horde.\nTable 13–1: Example Horde Magnitudes\nMagnitude\nD e s c r i p t i v e\nEquivalent\nSize and To Hit\nModifier\n30\nA mob\nMassive (+30)\n60\nA thronged phalanx Immense (+40)\n90\nA massed assault\nMonumental (+50)\n120+\nA serried tide of foes Titanic (+60)\n\n360\nXIII : Adversaries\nflame Weapons\nA flame weapon used on a Horde will hit it a number of times\nequal to one quarter of the weapon’s range (rounding up),\nplus 1d5. So a flame weapon with a range of 10 will hit a\nHorde 1d5+3 times.\nPsychic Powers\nPsychic Powers used against a Horde will hit it a number of\ntimes equal to the Psy Rating used in the power, no matter\nwhat the power may be. If the psychic power affects an area,\nit adds an additional 1d10 hits. At the GM’s discretion, if\na particular psychic power does not inflict damage (such\nas Compel), it still inflicts “hits,” meaning that portions of\nthe Horde have been convinced not to attack, and so forth.\nFurthermore, the GM should take care to adjudicate the\neffects of certain psychic powers (such as Vortex of Doom)\nin specific situations against Hordes (such as a Horde tightly\npacked into a small space).\nBreaking a Horde\n• When a Horde’s Magnitude is reduced by 25% in a turn,\nit must make a Willpower Test when it is its turn to act\nagain. If it passes, it may continue to act. If it fails, it\nbreaks and flees at its highest move value.\n• If the Horde’s Magnitude is less than 50% of its starting\nvalue, it suffers a –10 to the Willpower Test. If the\nHorde’s Magnitude is less than 25% of its starting value,\nit will automatically break.\n• Hordes composed of enemies with the Fearless talent do\nnot have to test to see if they break as their Magnitude is\neroded: they have to be wiped out to the last.\nhordes aTTacking\nA Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks\nagainst every eligible target. Although a Horde represents a\nlarge number of attackers, a Horde does not gain the benefits\nof Ganging Up (see page 248). Instead, the Horde’s sheer\nweight of numbers is represented by the fact that its target\nmay not Dodge or Parry. Melee Attacks made by Hordes\ncannot be Parried or Dodged unless otherwise noted.\nRanged: A Horde may make ranged attacks equal to the\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can\nmake two ranged attacks. Any additional hits from sustained\nfire can be applied to any eligible target. Therefore, if the\nheretics hit Brother Silas well enough that they cause an extra\nhit with their stub autos, the additional hit will be applied to\nBrother Silas.\nModifiers or range and sustained fire apply as normal, but\na Horde can never aim.\nAmmo expenditure and Jamming are never applied to\nHordes—they always have enough bullets to keep firing.\ndamage Caused By Hordes\nAny attack from a Horde that hits has the damage it causes\nincreased by a number of d10s equal to the Horde’s Magnitude\ndivided by ten, with a maximum bonus of +2d10. This is\nin addition to the normal damage dealt by the weapon that\nthe Horde is armed with. It will also include the Strength\nBonus added to damage caused by melee weapons. The\ndamage is reduced by the target’s Toughness bonus and\narmour as normal. Thus, a Magnitude 25 Horde of heretics\narmed with axes will add 2d10 to the normal damage that a\nheretic would do with its axe (1d10+5), and therefore causes\n3d10+5 damage if they hit in combat. Likewise, the same\nmob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\nlike rain on a single target.\ncreaTing a horde\nTo create a Horde is simply a matter of taking a minion\nentry from this chapter and replacing its wounds with the\nMagnitude value of your choosing.\nexamPle Horde\nS\nS\nT\nag int Per WP fel\n35 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18;\n\nMagnitude: 34\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Size (Massive).\nArmour: Flak Robes and Brazen Carapace Armour\n(Horde 5)\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear:\nRespirator, 3 reloads for autopistol.", + "category": "hordes", + "tags": [ + "blast weapons", + "breaking a horde", + "horde", + "hordes", + "magnitude" + ], + "aliases": [ + "blast weapons", + "breaking a horde", + "horde", + "magnitude" + ], + "relatedRules": [ + "Full Auto Burst", + "Suppressing Fire" + ], + "page": 360, + "pageEnd": 361, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_207" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "damage Caused By Hordes", - "content": "Any attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude\ntimes equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is\nwhat the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that\nit adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength\na particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The\nas Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and\nthe Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a\neffects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes\nin specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same\npacked into a small space). mob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\n", - "page": 359, + "id": "cr-renown-renown", + "rule_id": "cr-renown-renown", + "title": "Renown", + "summary": "Renown ranks and their impact on equipment access.", + "content": "Quick Use\n- Renown is the Battle-Brother's status within the Deathwatch.\n- Renown gates access to prestigious, rare, or dangerous armoury items.\n- An item with a Renown requirement cannot be Requisitioned until the Battle-Brother meets that rank.\n- When a squad pools Requisition, the intended bearer still needs the required Renown.\n- Renown increases through service, sacrifice, victory, and Mission rewards.\n\nRenown Ranks\n0-19: Initiated\n20-39: Respected\n40-59: Distinguished\n60-79: Famed\n80+: Hero\n\nMid-play Ruling\n- Use Renown to say \"not yet\" even when the squad has enough Requisition.\n- Let pooled Requisition buy an item only if the intended bearer meets its Renown requirement.\n- For gear imported from another source, assign a Renown gate when the item is iconic, relic-grade, restricted, or politically sensitive.", + "category": "renown", + "tags": [ + "distinguished", + "famed", + "hero", + "pooling", + "renown", + "requisition", + "respected" + ], + "aliases": [ + "distinguished", + "famed", + "hero", + "pooling", + "renown", + "requisition", + "respected" + ], + "relatedRules": [ + "Requisition" + ], + "page": 140, + "pageEnd": 141, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "combat", - "id": "rule_208" + "sourceMethod": "pdf+curated", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "hordes aTTacking", - "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\nS T ag int Per WP fel\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34\nagainst every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low\nlarge number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon\nweight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n", - "page": 359, + "id": "cr-requisition-requisition", + "rule_id": "cr-requisition-requisition", + "title": "Requisition", + "summary": "Mission equipment purchasing and Requisition Point ranges.", + "content": "Quick Use\n- The Mission has a Requisition rating set by the GM or mission authority.\n- Each Battle-Brother gets that many Requisition Points for this Mission.\n- Total item costs may not exceed the Battle-Brother's available Requisition.\n- Unspent Requisition does not carry over.\n- Requisitioned equipment is returned at the end of the Mission.\n\nPooling\n- The squad may pool Requisition for communal gear or to equip one Battle-Brother with a costly item.\n- The GM should approve who carries and controls pooled equipment.\n\nIncluded Ammunition and Consumables\n- Ranged weapons include enough basic ammunition for the Mission unless the GM rules otherwise.\n- Grenades, missiles, and similar consumables last for the Mission unless tracked separately.\n- Special Issue Ammunition costs are per single clip.\n\nRenown Gate\n- Paying the Requisition cost is not enough if the item has a Renown requirement.\n- A Battle-Brother must meet or exceed the item's Renown Rank before he may Requisition it.\n\nAvailability to Requisition\nUbiquitous: 1\nAbundant: 2\nPlentiful: 3\nCommon: 4-5\nAverage: 6-8\nScarce: 9-14\nRare: 15-20\nVery Rare: 21-30\nExtremely Rare: 31-50\nNear Unique: 51-70\nUnique: 71+\n\nMid-play Ruling\n- If an item is from another 40k RPG line, use Availability to estimate cost.\n- Add a Renown requirement for rare, sacred, xenos, relic, or Astartes-only gear.\n- If players challenge the Mission's Requisition rating, let the Kill-team Leader make the argument once; repeated haggling should have social consequences.", + "category": "requisition", + "tags": [ + "availability", + "req", + "requisition" + ], + "aliases": [ + "availability", + "req", + "requisition" + ], + "relatedRules": [ + "Missions", + "Renown" + ], + "page": 139, + "pageEnd": 140, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "combat", - "id": "rule_209" + "sourceMethod": "pdf+curated", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "(18) (12)", - "content": "awaits them as a price of their blindness.”\n", - "page": 361, + "id": "cr-squad-mode-maintaining-squad-mode", + "rule_id": "cr-squad-mode-maintaining-squad-mode", + "title": "Maintaining Squad Mode", + "summary": "Conditions that cause a Battle-Brother to drop out of Squad Mode.", + "content": "214\nVII : Playing the Game\ncontact can, however, be very minimal, and should function\nin near-darkness, heavy rain, and the chaos of combat, where\nfriends and foes can only be glimpsed through the swirl of\nsmoke and the flash of bolter fire.\nVocal distance means that the Battle-Brothers no longer\nneed to be able to see each other to work as a team but\nmust be in close vox communication. If there is no means of\ncommunicating via vox or other remote means (perhaps because\nof enemy jamming signals), or normal vocal communication is\nimpossible (due to excessive noise and the like), then the Battle-\nBrothers must be able to see each other as detailed above.\nexaMple\nAndrew wishes his character to use a Squad Mode ability. His\ncharacter is Rank 3, so he can only affect other members of his\nKill-team if they are within 30 metres and visible to him. Checking\nthe position of his Kill-team, there are two Battle-Brothers within\n30 metres, one Battle-Brother within 30 metres but out of sight and\none Battle-Brother more than 30 metres away. This means that when\nAndrew uses his Squad Mode ability, only two members of his squad\nwill be able to benefit from it.\nChanging Modes\nBy default all characters start play in Solo Mode and need\nto actively enter Squad Mode by using an action or making\na Cohesion Challenge. Entering Solo Mode is a Free Action\nthat a Space Marine can take at any time during his turn. To\nenter Squad Mode, a Battle-Brother must adjust his tactics,\nnote the positions of his Kill-team, and prepare for close unit\nactions—all of which requires an effort on the part of the\nSpace Marine, one that comes easier with experience and the\nsupport of a loyal and trusted squad. Before a Battle-Brother\ncan enter Squad Mode, however, he must meet the following\nrequirements:\n• He must be in Support Range of at least one other\nmember of his Kill-team.\n• His Kill-team must have at least 1 point of Cohesion.\nHe can then use a Full Action (effectively missing a Turn)\nand enter Squad Mode. No tests are required and the Battle-\nBrother is in Squad Mode effectively from the start of his\nnext Turn.\nAlternatively a Battle-Brother can try to enter Squad Mode\nas a Free Action or Reaction by passing a Cohesion Challenge\n(see page 212). If the Cohesion Challenge is failed, then the\nBattle-Brother loses his current Turn or his next Turn (if he\ntried to enter Squad Mode as a Reaction) and enters Squad\nMode from the start of his following Turn.\nexaMple\nOne of Palarius’ squad members has activated a Squad Mode ability\nand he wishes to enter Squad Mode so as to benefit from it. As it is not\nhis Turn, he must spend his Reaction and pass a Cohesion Challenge.\nUnfortunately for Palarius he fails the test. This means he does not\nbenefit from the Squad Mode ability of his Battle-Brother and he\nloses his next Turn as he enters Squad Mode anyway. From the start\nof his following Turn, however, he is in Squad Mode and is able to\nmake and benefit from Squad Mode actions as normal.\nMainTaining squad Mode\nSquad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\nhe fails a Cohesion Challenge (see page 212).\nexaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.", + "category": "squad_mode", + "tags": [ + "maintain squad mode", + "squad_mode", + "support range" + ], + "aliases": [ + "maintain squad mode", + "support range" + ], + "relatedRules": [ + "Cohesion Damage" + ], + "page": 215, + "pageEnd": 215, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_210" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 100 }, { - "title": "75 60 66 45 48 48 48 75 30", - "content": "–from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or\n", - "page": 361, + "id": "cr-actions-actions", + "rule_id": "cr-actions-actions", + "title": "Actions", + "summary": "Full, half, free, reaction, extended, and subtype rules.", + "content": "236\nVIII : Combat\nIf more than one character has the same Initiative, they act\nin order from the highest Agility to the lowest. If they also\nhave the same Agility, then each should roll a die, with the\nhighest going first.\nexample\nUsing the Initiative rolls in the above example, the GM ranks them in\norder from highest to lowest. Kalad acts first with his Initiative of 11,\nfollowed by all of the Tyranid warriors with their Initiative of 9. Helgath\nand Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is\nhigher, so he acts third, followed by Myrdor who acts last.\nMost combats last for multiple Rounds, but each combatant’s\nInitiative is only determined once at the start of the combat.\nOnce the Initiative Order has been established, it usually\nremains the same from Round to Round. If new combatants\njoin in the middle of the fight, simply determine their Initiatives\nnormally and insert them into the Initiative Order.\nactioNs\nDuring each normal Round, every character gets a Turn to\nact. On his Turn, a character can take one or more Actions.\nThere are five types of Actions in Deathwatch, and every\nAction also has one or more subtypes.\ntypes oF actIons\nEvery Action is categorised into one of the following types.\nFull actions\nA Full Action requires a character’s complete attention to\naccomplish. A character can take one Full Action on his Turn\nand cannot take any Half Actions. Grappling an opponent is\nan example of a Full Action.\nHalf actions\nA Half Action is fairly simple; it requires some effort or\nconcentration, but not so much that it consumes a character’s\nentire Turn. A character can take two different Half Actions on his\nTurn instead of taking one Full Action. A character cannot take\nthe same Half Action twice in the same Turn. Readying a weapon\nor making a Standard Attack are both examples of Half Actions.\nreactions\nA Reaction is a special Action made in response to some event,\nsuch as an attack. A character receives one Reaction each Round,\nwhich may only be used when it is not his Turn. Examples\ninclude making a Dodge Test or Parrying an attack.\nFree actions\nA Free Action takes only a moment and requires no real effort\nby the character. Free Actions may be performed in addition to\nany other Actions on a character’s Turn, and there is no formal\nlimit to the number of Free Actions one character can take.\nThe GM should use common sense to set reasonable limits on\nwhat can be done in a few seconds. Examples of Free Actions\ninclude dropping an item or speaking a few words.\nextended actions\nSome Actions take more time than a single Round to complete.\nOnce a character commits to an Extended Action, he is considered\nto be working towards completing it for as long as necessary. If\nthe character abandons the Extended Action, or is interrupted,\nall progress towards completing the Extended Action is lost.\nexample\nAthas, a Devastator, needs to reload his meltagun in the middle of a\ncombat. A meltagun’s reload time is two Full Actions. On his Turn,\nAthas shouts for his companions to cover him (a Free Action) and\nthen declares Reload as his Full Action. On his following Turn, he\nfinishes the reloading by spending another Full Action. If he had\nchosen to abandon his reloading efforts after the first Round, the\nExtended Action would have been aborted and he would need to\nstart the whole process over again, if he still wanted to reload.\nactIon subtypes\nIn addition to its type, every Action is also categorised into\none or more subtypes. Action subtypes don’t do anything in\nof themselves, but they are used to clarify what a character is\nand is not allowed to do in a variety of special circumstances.\nFor example, a character who is immobilised cannot perform\nany Actions with the Movement subtype.\nusiNg actioNs\nDuring his Turn, a character may perform one Full Action or\ntwo different Half Actions. A character could, for example,\nmake a charge attack (Full Action) or aim and shoot (two Half\nActions). It’s important to remember that a Round is only a\nfew seconds long, so the character’s Turn within that Round is\nbut a few moments. Any Action can be combined with talking,\nbanter, battle cries, and other short verbal expressions—these\nare considered Free Actions. It is left to the GM to decide\nwhat a player might be able to say in that amount of time.\nA wry aside to a companion or a terse insult to an enemy\nare always reasonable, but recounting the intimate details of\none’s seven duels-to-the-death between swings of a power\nsword should probably count as something more than just a\nFree Action.\nMost Actions are started and completed within the active\ncharacter’s same Turn. For example, a character does not\nbegin a Charge on one Turn and finish it on a later Turn\nor a later Round; he performs the entire Charge (which is a\nFull Action) at once on his Turn. But, there are two broad\nexceptions. Reactions are always performed when it is not the\nreacting character’s Turn, and Extended Actions always take\nmore than one Round to complete.\n\n237\nVIII: Combat\nactioN descriptioNs\nThese Actions provide players with a variety of options\nin combat.\naIm\nType: Half Action or Full Action\nSubtype: Concentration\nThe active character patiently takes extra time to make a more\nprecise attack. Aiming as a Half Action grants a +10 bonus\nto the character’s next attack, while aiming as a Full Action\ngrants a +20 bonus to the character’s next attack. The next\nAction the Aiming character performs must be an attack or\nthe benefits of Aiming are lost. Aiming benefits are also lost\nif the character performs a Reaction before making his attack.\nAiming can be used with both melee and ranged attacks.\nall out attack\nType: Full Action\nSubtypes: Attack, Melee\nThe character makes a furious melee attack at the expense of\npersonal safety. He gains a +20 bonus to his next Weapon\nSkill Test, but he cannot Dodge or Parry until the start of his\nnext Turn.\nTable 8–1: Combat Actions\nAction\nType\nSubtype(s)\nDescription\nAim\nHalf/Full\nConcentration\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on\nthe character’s next attack, or target a specific body location.\nAll Out Attack\nFull\nAttack, Melee\n+20 to WS, cannot Dodge or Parry.\nBrace Heavy Weapon Half\nMiscellaneous\nPrepare to fire a heavy weapon.\nCalled Shot\nFull\nAttack, Concentration,\nMelee or Ranged\nAttack a specific location on the target with a –20 to WS or BS.\nCharge\nFull\nAttack, Melee, Movement Must move 4 metres, +10 to WS.\nDefensive Stance\nFull\nConcentration, Melee\nGain an additional Reaction, opponents suffer –20 to\nWS.\nDelay\nHalf\nMiscellaneous\nBefore character’s next Turn, he may take any Half Action.\nDisengage\nFull\nMovement\nBreak off from melee and move.\nDodge\nReaction\nMiscellaneous\nTest Dodge to negate a hit.\nFeint\nHalf\nAttack, Melee\nOpposed WS Test, if character wins, his next attack cannot be\nDodged or Parried.\nFocus Power\nVaries\nConcentration\nUse a psychic power.\nFull Auto Burst\nFull\nAttack, Ranged\n+20 to BS, additional hit for every Degree of Success.\nGrapple\nHalf/Full\nAttack, Melee\nAffect a Grappled opponent or escape from a Grapple.\nGuarded Attack\nFull\nAttack, Concentration,\nMelee\n–10 WS, +10 to Parry and Dodge.\nJump or Leap\nFull\nMovement\nJump vertically or leap horizontally.\nKnock-Down\nHalf\nAttack, Melee\nTry to knock an opponent to the ground.\nManoeuvre\nHalf\nAttack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove\nHalf/Full\nMovement\nMove up to movement as a Half Action or twice movement as a Full\nAction.\nMultiple Attacks\nFull\nAttack, Melee or Ranged\nUse Swift Attack or Lightning Attack Talents to make\nmultiple attacks.\nOverwatch\nFull\nAttack, Concentration,\nRanged\nShoot targets coming into a set kill zone, –20 to BS.\nParry\nReaction\nMelee\nTest Weapon Skill to negate a hit.\nReady\nHalf\nMiscellaneous\nReady a weapon or item.\nReload\nVaries\nMiscellaneous\nReload a ranged weapon.\nRun\nFull\nMovement\nMove triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst\nFull\nAttack, Ranged\n+10 to BS, additional hit for every two Degrees of Success.\nStand/Mount\nHalf\nMovement\nStand up or mount a riding beast or vehicle.\nStandard Attack\nHalf\nAttack, Melee or Ranged\nMake one melee or ranged attack.\nStun\nFull\nAttack, Melee\nTry to Stun an opponent.\nSuppressing Fire\nFull\nAttack, Ranged\nForce opponents to take cover, –20 to BS.\nTactical Advance\nFull\nConcentration, Movement Move from cover to cover.\nUse A Skill\nVaries\nMiscellaneous\nCharacter may use a Skill.", + "category": "actions", + "tags": [ + "action", + "actions", + "full action", + "half action", + "reaction" + ], + "aliases": [ + "action", + "full action", + "half action", + "reaction" + ], + "relatedRules": [ + "Combat Overview" + ], + "page": 237, + "pageEnd": 238, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_211" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 95 }, { - "title": "I; Pen 6; Felling, Unwieldy).", - "content": "Gear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,\nhe must take a Challenging (+0) Willpower Test, taking\nthe –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.\nchaos sPace marine\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\n", - "page": 361, + "id": "cr-cohesion-cohesion", + "rule_id": "cr-cohesion-cohesion", + "title": "Cohesion", + "summary": "Kill-team Cohesion, Cohesion damage, recovery, and Cohesion Challenges.", + "content": "211\nVII: Playing The Game\nCohesion\n“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as\nmankind’s wall against the dark.”\n–Arch-Scribe Urtos, Memorite of the Book of Days and\nLeagues\nB\nattle-Brothers live in a world of martial prowess where\nloyalty to the Chapter and bravery in battle are revered\nabove all things. They are trained from their initiation\nthat their faith in their fellow Space Marines should be no less\nthan their faith in the Emperor. Over years of service and the\ngruelling forge of battle, they form bonds with their brothers\nstronger than ceramite and more lasting than the stars themselves.\nWhen a Battle-Brother is given the honour of joining the\nDeathwatch, he must re-forge these bonds with a new group\nof brothers if he is to excel as a warrior and do his duty to\nthe Emperor. A Kill-team, however, is a mix of combat styles,\ndiffering ideologies and ancient Chapter rivalries that can be\nhard to overcome. To be effective in battle and bring down the\nfoes of the Imperium, its members must try and recapture the\ncamaraderie and cohesion of their own Chapter. In this way a\nKill-team can act as a single flawless unit in battle, anticipating\neach other’s actions and laying waste to all who oppose them.\nwhaT iS CoheSion?\nAll Space Marines are trained to work as part of a combat unit,\nbe it a fire-team, squad, or company, and it is in these settings in\nwhich they excel and demonstrate their clear superiority over their\nfoes. Cohesion represents a Battle-Brother’s faith in his comrades\nand his connection to the rest of the Kill-team. Generated at\nthe start of a Mission, Cohesion is a pool of points that may be\nspent by the Battle-Brothers during play to allow them to act\nmore closely with their Kill-team and perform special battlefield\nmanoeuvres known as Squad Mode abilities (see\npage 215).\nr\nCohesion is generated at the start of each Mission depending\non which player-character has taken on the role of the squad\nleader (see page 228 for details on Missions and selection of\nthe squad leader). This reflects the leader’s command abilities\nand natural charisma, as well as his Battle-Brothers’ faith in\nhim. To work out the size of the Kill-team’s pool of Cohesion\npoints use the squad leader’s Fellowship Bonus as a base\nmodified using Table 7–8: Cohesion Modifiers.\nhis score can then be recorded by the squad leader on his\nStatus Mode sheet (see page 399).\n\n212\nVII : Playing the Game\nexaMple\nAndrew’s character is currently in the role of squad leader. He is\nRank 1 with a Fellowship Bonus of 3, and he has the Command\nSkill. This gives his squad a Cohesion of 4 (3+1), which he records\non his Status Mode sheet.\nCohesion daMage\nIn the same way that a Battle-Brother may suffer Damage\nto his physical capacities, he may also suffer Damage to his\nability to connect to his squad and combat morale. This often\ncomes in the form of some kind of weapon attack, though\nit can come from other sources such as Psychic Powers or\nunusual environments. This Damage temporarily reduces the\nKill-team’s Cohesion in the same way that weapon Damage\nreduces Wounds. This reflects the fact that weight of enemy\nfire, the chaos of combat, and particularly devastating weapons\ncan all place strain on the Kill-team and its ability to function\nas an organised battlefield unit.\nWhen a Battle-Brother is in Squad Mode (see page 213),\nevery time his character suffers 10 or more Damage from one\nof the following sources (before reduction from armour of\nToughness) his Kill-team will lose a point of Cohesion:\n• A basic ranged weapon with the Accurate quality (such\nas a sniper rifle)\n• A weapon with the Blast quality\n• Any weapon with the Devastating quality\nThis Cohesion damage can however be ignored if the\nsquad leader can pass a Challenging (+0) Command or\nFellowship Test, rallying his men under fire. This test is a\nFree Action and is taken as soon as the damage occurs.\nSince damage to Cohesion relies on shock and confusion,\nthere are limits to the amount that a Kill-team can suffer in a\nsingle combat Round—additional explosions, storms of shells,\nand artillery have little additional effect. For this reason, a Kill-\nteam will only ever suffer 1 point of Cohesion damage each\nTurn, with any additional Cohesion damage being ignored.\nCreatures with the Fear Trait (see page 131) can also cause\nCohesion damage to the Kill-team, but this damage is negated\nif the Kill-team Leader succeeds at a Willpower Test (see page\n277 in Chapter IX: The Game Master for full details on\nFear and how it affects Cohesion).\nexaMple\nBattle-Brother Palarius and his Kill-team are in Squad Mode,\nfighting a vicious pitched battle with an ork warband. During a\nfurious assault, an Ork lobs a stikk bomb into the midst of Palarius’\nsquad, inflicting 13 points of Damage to Palarius. As Palarius is\nin Squad Mode and because a stikk bomb has the Blast quality,\nand inflicted more than 10 points of Damage, it may also inflict a\npoint of Cohesion damage, unless Palarius’ squad leader can pass a\nCommand or Fellowship Test.\nReCoveRing losT Cohesion\nCohesion is a resource that must be used wisely by the Kill-\nteam during the course of a Mission and typically they will\nonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.\nexaMple\nPalarius and his Kill-team push back an Ork assault, completing\none of their Mission’s Secondary Objectives. By completing the\nObjective Palarius’ Kill-team recover a point of Cohesion.\nCohesion Challenges\nCohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nTable 7–8: Cohesion Modifiers\nModifier\nCohesion Bonus\nRank 4+\n+1†\nRank 6+\n+2†\nCommand Skill\n+1‡\nCommand Skill +10\n+2‡\nCommand Skill +20\n+3‡\n†Only the highest applies\n‡Only the highest applies", + "category": "cohesion", + "tags": [ + "cohesion", + "cohesion challenge" + ], + "aliases": [ + "cohesion", + "cohesion challenge" + ], + "relatedRules": [ + "Squad Mode" + ], + "page": 212, + "pageEnd": 213, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_212" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 95 }, { - "title": "35 35 35 35 30 20 30 35 20", - "content": "S T ag int Per WP fel\n", - "page": 363, + "id": "cr-conditions-conditions-and-special-damage", + "rule_id": "cr-conditions-conditions-and-special-damage", + "title": "Conditions and Special Damage", + "summary": "Fatigue, blood loss, fire, falling, suffocation, and special damage states.", + "content": "260\nVIII : Combat\ncoNditioNs aNd special\ndamage\nCommon injuries are far from the only forms of bodily harm\nfacing those who dare to venture into the unknown. Space\nMarines may find themselves set on fire, suffering from\nmassive loss of blood, broken bones, or facing a permanent\namputation. All of these, and more, are collectively known as\nConditions and Special Damage.\namputateD lImbs\nA character who loses body parts (except for his head, which\nalmost certainly means death) is also affected by Blood Loss\nand must be treated for it quickly. If the character lives,\nsomeone with the Medicae Skill must be found to adequately\ntreat the stump to ensure that it heals well. If no medic is\navailable, there is only a 20% chance that the stump will heal\nover. If it does not, the amputee dies a horrible death from\ninfection after 1d10 days. Whether or not it heals naturally\nor a medic treats it, the character does not start removing\nDamage for 1d10+2 days. Assuming the character survives\nall of the above, he’ll also have to cope with the disagreeable\nside-effects of the lost limb, which are explained below.\nd\nThe character suffers a –20 penalty on all Skill and Characteristic\nTests that rely on the use of two hands and he cannot wield\ntwo-handed weapons. A shield can be strapped to the injured\narm, however. Should this be the character’s primary hand, he\nmust cope with the customary –20 penalty to Weapon Skill\nTests made to attack with weapons using his secondary hand.\nFor every 100 xp he spends, he can reduce this penalty by 10.\nIf a character loses both hands, he should either secure at least\none replacement or get someone to sharpen his teeth.\nlost arm\nAs for a lost hand, but a character cannot strap a shield to\nthe arm since he no longer has it. Losing both arms is just as\nbad, plus it’s a bit difficult to reach those hard-to-clean spots.\nOnce again, either look into replacement limbs or consider\nrolling up a new character.\nlost eye\nLosing one eye permanently reduces a character’s Ballistic Skill\nby –10. In addition, he suffers a –20 penalty to all Skill and\nCharacteristics Tests that rely on sight. Should a character have the\nmisfortune to lose both eyes, he becomes blinded (see below).\nlost Foot\nThe character permanently reduces all his movement by half\n(round up) and suffers a –20 penalty to all movement Actions\nas well as Skill and Characteristic Tests that rely on mobility,\nsuch as Shadowing. Losing both feet makes it hard to walk.\nlost leg\nTreat this as a lost foot, but the character cannot use the\nDodge Skill. Losing both legs means the character is half the\nperson he was, but the good news is he also becomes half the\ntarget for his enemies.\nd\nA blind character automatically fails all tests based on vision\nand automatically fails all Ballistic Skill Tests. He also suffers\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily benefit from vision.\nblooD loss\nBlood Loss is a Critical Effect that can result from Critical Damage.\nCharacters suffering from Blood Loss have a 10% chance of dying\neach Round unless treated in some way. If the suffering character\nis conscious, he may attempt a Difficult (–10) Medicae Test\neach Round to staunch the bleeding. If the character is also trying\nsimultaneously to engage in strenuous activity, such as running\naway from whatever caused the Blood Loss, attempts to staunch\nthe bleeding instead requires a Very Hard (–30) Medicae Test.\nIf the suffering character is not conscious, or doesn’t fancy his\nchances, another character may attempt the test.\nd\nThe character cannot hear at all, or at least not well enough\nto communicate with others. Until the character recovers or\nhas his disability repaired, he automatically fails any Skill or\nCharacteristic Test that relies on hearing. Apart from having\ntrouble communicating, the GM is free to decide what effects a\ndeaf character will have on the game.\nFIre\nA character suffers Damage from fire each Round he is exposed to it.\nAt the beginning of each Round after the first in which a character\nis exposed to the same source of flames (or if he is hit by a weapon\nwith the Flame special quality), he must make a Challenging\n(+0) Agility Test or catch on fire. Once a character is on fire, he\nsuffers 1d10 Damage (with no reduction from armour) and suffers\n1 level of Fatigue each Round until the fire is extinguished. All\nDamage from fire is treated as Energy Damage for the purpose\nof determining Critical Effects—if the location is not otherwise\nspecified, use the body location. If a character is on fire and is not\nwearing a fully enclosed suit of armour, the character must make a\nChallenging (+0) Willpower Test at the beginning of each of\nhis Turns in order to be able to take Actions normally; otherwise,\nhe may only run around and scream, which counts as a Full Action.\nA character that is on fire may try to extinguish the flames himself\nby dropping prone and making a Hard (–20) Agility Test,\nwhich counts as a Full Action. The GM can make this test easier or\nharder depending on environmental conditions and whether the\nblazing character is able to receive any help from nearby allies. If\nthe character is wearing fully enclosed armour (including Power\nArmour), he automatically passes the Willpower Test.\n\n261\nVIII: Combat\nFallIng\nGravity is an ever-present danger to characters who have a nasty\nhabit of falling off all manner of things during the course of\ntheir adventures. Regardless of the reason, however, the results\nare usually the same. To work out Damage from falling, simply\nroll 1d10+1 for every meter the character fell. Use Table\n8–3: Hit Location, page 244 to determine which part of the\nbody hits the ground first. Armour offers no protection against\nfalls. Damage from falling is treated as Impact Damage for the\npurposes of determining Critical Effects. The GM may adjust\nthe Damage depending on the type of surface impacted as well\nabnormal gravity conditions, and so forth.\nd\nIn addition to Damage and Fatigue, characters may also\nbecome Stunned. A character can become Stunned due to\nthe effects of some Psychic Powers, Critical Damage, or the\nTakedown Talent. Weapon Skill and Ballistic Skill Tests to hit\nStunned characters are considered Routine (+20). In addition,\nStunned characters cannot take Actions or Reactions such as\nDodge. A Stunned character is not helpless or unaware.\nsuFFocatIon\nThere are many ways to suffocate, including drowning, smoke\ninhalation, and exposure to certain toxins. The rate of suffocation\ndepends on the character’s activity level. If a character is actively\ntrying to conserve oxygen, he can hold his breath for a number\nof minutes equal to his Toughness Bonus. If a character is instead\nengaged in strenuous activity (combat, swimming, and so forth)\nhe may hold his breath for a number of Rounds equal to twice\nhis Toughness Bonus. While holding his breath, a character\nmust make a Challenging (+0) Toughness Test each minute\n(if conserving oxygen) or each Round (if engaged in strenuous\nactivity). If he fails, he suffers one level of Fatigue. Remember,\nany amount of Fatigue imposes a –10 penalty to all tests, and\nif a character ever has a number of levels of Fatigue in excess\nof his Toughness Bonus, he immediately falls unconscious for\n10-TB minutes. If the character has not gained a fresh source\nof oxygen by the end of the allotted time, he automatically falls\nunconscious regardless of his levels of Fatigue. If a character is\nboth unconscious and deprived of a fresh source of oxygen, he\nsuffers 1d10 Damage each Round until he dies. Armour and\nToughness cannot reduce this Damage. It is important to note\nthat Space Marines with a functioning Multi-lung implant may\nbreathe water and thus do not drown.\nunconscIousness\nUnconsciousness is usually a temporary state that typically\nresults from excessive levels of Fatigue or Critical Damage.\nThe duration of a state of unconsciousness is usually included\nin the description of the effect that caused it, but if no other\nduration is given, unconsciousness lasts for 10-TB minutes. An\nunconscious character is completely unaware of his surroundings\nand cannot take any actions. He is also treated as a helpless target\n(see Combat Circumstances, page 246). If a character fell into\nunconsciousness due to excessive levels of Fatigue, he recovers\nsome of that Fatigue when he awakens. See Fatigue,\npage 251.\nuseless lImbs\nCertain Critical Effects indicate a risk of permanently losing\nthe use of a limb unless the affected character succeeds at a\nChallenging (+0) Toughness Test. If a character with the\nMedicae Skill is present to assist the injured character, the victim\ngains a +20 bonus to such a test. Even if the test is successful,\nthe limb must be held in a sling for 1d5+1 weeks and is useless\nduring this time. Should the Toughness Test fail, the limb must\nbe removed, requiring a character with the Medicae Skill to\nsucceed at a Difficult (–10) Medicae Test. Should this fail, the\nlimb still comes off, but the surgery inflicts 1d10 Damage to the\nlimb—almost always Critical Damage. Should the amputee live,\nthe limb comes off, but he suffers Blood Loss and must be treated\nfor it. Once this has been dealt with, the chirurgeon must treat the\nwound as if it were an amputated limb (see above).\nvacuum\nThere is nothing good about being exposed to vacuum. There\nare two main ways this unfortunate event could occur: A\ncharacter can be suddenly thrust into an airless, pressureless\nenvironment (such as being expelled from an airlock), or he\ncan be slowly affected (such as being trapped on a starship\nas its atmosphere is vented into space). If suddenly exposed\nto vacuum, a character may survive unharmed for a number\nof Rounds equal to his Toughness Bonus. Unless he has an\noxygen source, he will also begin to suffer from the effects\nof suffocation. At the end of each Round after this, he suffers\n1d10+3 Explosive Damage from depressurisation. If he is\nin the vacuum of space, at the end of each Round make a\nChallenging (+0) Toughness Test. A failure indicates he also\nsuffers 1d10 Energy Damage from the extreme cold. In both\ncases, any armour worn does not reduce the Damage incurred.\nIf a character dies in space, it takes five Rounds for his corpse\nto freeze. If a frozen corpse suffers any Damage, it shatters\ninto thousands of blood-red ice shards. There is precious little,\nexcept perhaps a daemonic pact, which can bring a character\nback from such a fate. If a character is trapped in a gradually\nworsening atmosphere, he may survive unharmed for a number\nof Rounds equal to twice his Toughness Bonus. At the end\nof this time, he will begin to experience suffocation will also\nbegin to feel the effects of depressurisation. From that point\nonwards, at the end of each Round he must make a Toughness\nTest with a cumulative –10 penalty. Success indicates that he\nonly suffers 1d5 Explosive Damage. Failure means that he\nsuffers 1d10 Explosive Damage. In both cases, armour cannot\nreduce the Damage incurred.\nHealiNg\nA character inevitably suffers Damage during his explorations\nof the galaxy. As a character accumulates Damage, he progresses\nthrough three different states: Lightly Damaged, Heavily\nDamaged, and Critically Damaged. Characters naturally\nrecover from Damage at a slow rate that varies depending on\n\n262\nVIII : Combat\nthe character’s Damage state. Rest, medical attention, and a\nfew Psychic Powers can speed up Damage recovery.\nd\nA character is considered Lightly Damaged if he has taken\nDamage equal to or less than twice his Toughness Bonus.\nA Lightly Damaged character removes 1 Damage per day\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nDamage equal to his Toughness Bonus.\nexample\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission\nhe has suffered 12 Damage. This amount of Damage is less than twice\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged.\nHe will naturally heal 1 Damage per day, but if he devotes an entire\nday to rest and recovery, he can remove 8 Damage.\nd\nA character is Heavily Damaged whenever he has taken more\nDamage than twice his Toughness Bonus. A Heavily Damaged\ncharacter removes 1 Damage per week through natural\nhealing. If a Heavily Damaged character devotes an entire\nweek to complete rest, he removes an amount of Damage\nequal to his Toughness Bonus. Once a Heavily Damaged\ncharacter’s Damage is equal to or less than his Toughness\nBonus, he becomes Lightly Damaged.\nexample\nAfter a tough fight with a Bloodletter, Myrdor has suffered 18\nDamage, which is more than twice his Toughness Bonus of 8. He\nis now Heavily Damaged and decides to spend an entire week in\nthe care of an Apothecary. At the end of that week, he removes 8\nDamage because his Toughness Bonus is 8. Because he now has\n10 Damage (less than twice his Toughness Bonus) he is now only\nLightly Damaged and will begin to heal more rapidly.\nd\nA character is Critically Damaged whenever he has taken\nDamage in excess of his Wounds. Critical Damage does\nnot heal on its own—it requires medical attention. With\nrest and medical attention, a character removes 1 point of\nCritical Damage per week. After all Critical Damage has been\nremoved, a character becomes Heavily Damaged instead.\nexample\nAfter a bitter battle against a Tyranid horde, Myrdor has suffered\n3 points of Critical Damage. Fortunately, his comrades managed to\ndrag him out of the combat zone and he can spend three weeks resting\nunder the constant supervision of one of the Chapter’s apothecaries.\nAt the end of these weeks, Myrdor has removed all 3 points of\nCritical Damage and is now only Heavily Damaged.\nDeath\nDeath for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nmore points of Critical Damage depending on the type of\nDamage suffered and the body location struck. If a critical\nresult indicates that the character is killed, then he is dead, and\nonly burning a Fate Point (see page 205) will save his life.\nheroIc sacrIFIce (optIonal)\nNo Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nto choose the option of Heroic Sacrifice if they know that their\ncharacters have no other options to continue serving the Emperor\nor wish to sell their lives for the greater good. When a player’s\ncharacter is in a position to burn his final Fate Point to save his\ncharacter’s life (Space Marines would only make this choice if\nthere is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\na Heroic Sacrifice as a Free Action. Then, for a number of Turns\nequal to his Toughness Bonus (including the turn in which\nthe Sacrifice was declared), the character can ignore all further\ncritical effects with the exception of those which render limbs\nor senses useless (such as blown-off limbs and blindness). The\ncharacter also receives one ‘free’ Fate Point each turn, which\nmay be used in the normal fashion (see page 204) though it is\nlost if not spent. At the end of this period, the character will die\nregardless of any other factors. Fate Points gained as part of the\nHeroic Sacrifice cannot be burnt to save the character’s life. It\nis important to note that a Space Marine would never willingly\nput himself in the position of heroic sacrifice where doing so\nwould make his gene-seed impossible to retrieve.\nIf the character’s sacrifice was particularly meaningful and\nmade a difference to the outcome of the Kill-team’s mission, the\nGM may award the player a bonus for his next character. For\nmore details on this see page 271 in Chapter IX: The Game\nMaster.\nmeDIcal attentIon\nMedical attention is any Action taken to treat injuries. Such\nefforts can range from the application of healing drugs, a\nsuccessful Medicae Test, or even using Psychic Powers. Medical\nattention can provide immediate recovery or can speed the\nprocess of natural healing. For additional information, see the\nMedicae skill on page 102.\ncybernetIc anD bIonIc\nreplacements\nIt is possible to restore lost limbs with bionic replacements; in\nfact, sometimes a character may prefer to lop off a perfectly\ngood arm or leg to gain the benefits of having a cybernetic\nreplacement. The rules for both removing and attaching\ncybernetic, bionic, and bio-enhanced limbs, implants, and\nweapons are detailed fully in Chapter V: Armoury.", + "category": "conditions", + "tags": [ + "blood loss", + "conditions", + "falling", + "fatigue", + "fire", + "suffocation" + ], + "aliases": [ + "blood loss", + "falling", + "fatigue", + "fire", + "suffocation" + ], + "relatedRules": [ + "Damage" + ], + "page": 261, + "pageEnd": 263, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_213" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 95 }, { - "title": "28 25 30 30 30 20 30 40 20", - "content": "\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\n", - "page": 363, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_214" - }, - { - "title": "Gear: Respirator, 3 reloads for autopistol.", - "content": "Horde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it\njoin us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded\nrecognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\n–Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT\nhe Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead\non the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology\nyoung, but the dynamic nature of the species is driving bases are carried over into non-military applications.\n", - "page": 363, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "equipment", - "id": "rule_215" - }, - { - "title": "(10) (10)", - "content": "honour in battle. They\nsee ranged combat 35 55 50 57 45 40 55 55 30\nas more desirable\nto the carnage Movement: 12/24/36/72 Wounds: 90\nof hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20),\nhand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak\npreferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot,\nrather than brute force to Independent Targeting, Meditation, Rapid\nwin battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely\n", - "page": 364, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_216" - }, - { - "title": "Strength (x2).", - "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nS T ag int Per WP fel\n", - "page": 366, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_217" - }, - { - "title": "20 25 20 40 40 15 25 20 10", - "content": "Movement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may\nonly use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel\n", - "page": 366, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_218" - }, - { - "title": "25 35 30 30 25 30 20 30 30", - "content": "Movement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tau’va is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand\n6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. –Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter-\n", - "page": 367, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_219" - }, - { - "title": "55 30 60 50 44 20 35 50 ––", - "content": "\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.\n", - "page": 370, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_220" - }, - { - "title": "Talents: Fearless, Swift Attack.", - "content": "Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 ––\nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GM’s discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\nthe Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3).\n", - "page": 370, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "combat", - "id": "rule_221" - }, - { - "title": "Blast (10), Deadly Snare, Tearing,", - "content": "Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S/–/– 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S/–/– 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\n", - "page": 372, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_222" - }, - { - "title": "the victim’s Armour and Toughness Bonus.", - "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.\n", - "page": 372, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_223" - }, - { - "title": "WE ARE THE IMPERIUM!”", - "content": "XIII: Adversaries\n\b Wounds: 8\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT\nhe entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS\nt\nS\nS T ag int Per WP fel\n", - "page": 373, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_224" - }, - { - "title": "30 30 30 35 30 30 30 30 35", - "content": "\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent\nto their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3,\ncircumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\n", - "page": 373, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_225" - }, - { - "title": "Pen 2; Balanced, Tearing).", - "content": "S T ag int Per WP fel Gear: Personal comm-link, respirator.\n", - "page": 374, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_226" - }, - { - "title": "35 35 30 35 35 45 45 40 40", - "content": "imPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n", - "page": 374, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_227" - }, - { - "title": "15; Reload Full; Reliable).", - "content": "Gear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel\n", - "page": 374, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_228" - }, - { - "title": "40 45 35 40 40 35 38 45 45", - "content": "\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel\n", - "page": 374, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_229" - }, - { - "title": "30 30 30 35 30 20 30 35 20", - "content": "\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 ––\nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,\n", - "page": 375, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_230" - }, - { - "title": "Unnatural Strength (x2).", - "content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel\n", - "page": 375, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_231" - }, - { - "title": "35 35 50 48 30 20 30 35 ––", - "content": "S T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 ––\n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \t\b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot\nlaser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to\ntantalus\n•\nseek, locate,\nDestroy\n•\nexit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when\n", - "page": 375, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_232" - }, - { - "title": "51-70", - "content": "(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\n131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is\nled by a Hive Tyrant instead (see page 370).\nXIV: Extraction\nis victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office,\nacross its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water\nfield of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he\nimpossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen\n", - "page": 384, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_233" - }, - { - "title": "†Includes Strength and Augmetic Bonus.", - "content": "Gear: Encrypted data-core box chained to belt, spare flask\nists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double\nfellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\naDept-Minoris roGe halis\ndown over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with\nhe has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous\nhas been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the\nbattle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left\n", - "page": 390, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_234" - }, - { - "title": "16 20 25 30 30 27 29 21 28", - "content": "wS BS S T ag Int Per wP fel\n\b Wounds: 8\n30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDer’s iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of Pyroclast-\nEquipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly\ngrey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and\nfor Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction\ncoMMissar falco sanDer Sander’s presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\ninDustrial/MininG serVitor\n", - "page": 390, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_235" - }, - { - "title": "", - "content": "121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241\n", - "page": 394, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_242" - }, - { - "title": "CHARACTERISTICS", - "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS\n", - "page": 397, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_250" - }, - { - "title": "SKILLS", - "content": "Trained\nTrained\nTrained\n", - "page": 396, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "skills", - "id": "rule_247" - }, - { - "title": "+20%", - "content": "Basic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o\n", - "page": 396, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_248" - }, - { - "title": "______________________________________", - "content": "〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕\nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarCh’s Curse _______________________\nLarraman’s Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________\nbased Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full 〔 〕 Charge 〔 〕\nf\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕\n", - "page": 396, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_249" - }, - { - "title": "NAME", - "content": "Type: ✔✓?\nCLASS PEN 〔 〕\nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)\n", - "page": 397, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_251" - }, - { - "title": "(31-70)", - "content": "Type: Type:\n✔✓?\nType:\nWEAPON 〔 〕\n", - "page": 397, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_252" - }, - { - "title": "〔 POWER ARMOUR ABILITIES 〕", - "content": "SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines\n", - "page": 397, - "source": "Core Rulebook", - "sourceAbbr": "CR", + "id": "cr-psychic-perils-of-the-warp", + "rule_id": "cr-psychic-perils-of-the-warp", + "title": "Perils of the Warp", + "summary": "Perils table and severe psychic backlash.", + "content": "188\nVI : Psychic Powers\nTable 6–2: Perils of the Warp\nd100 Roll Effect\n01-05\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\nmust make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\n06-09\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\n10–13\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\n14–18\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n(See page 261 for rules on Falling Damage).\n19–24\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n1 hour and gains 5 Corruption Points.\n25–30\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\nstate. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\n31–38\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\nRounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\n39–46\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\ntargets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\n47–55\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\nshocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\n56–58\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\n59–67\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\nrendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\n68–72\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\n73–78\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\nmetres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\n79–82\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\nmetres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\n83–86\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\n87–90\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\nalternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\nand Untouchables suffer half the damage rolled.\n91–99\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\nexistence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\n00\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\nto be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.", "category": "psychic", - "id": "rule_254" - }, - { - "title": "SQUAD MODE", - "content": "Character Name: Player Name: Chapter:\n", - "page": 399, + "tags": [ + "perils", + "psychic", + "warp" + ], + "aliases": [ + "perils", + "warp" + ], + "relatedRules": [ + "Psychic Phenomena" + ], + "page": 189, + "pageEnd": 189, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_255" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 95 }, { - "title": "Squad Mode Abilities (pg 219)", - "content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16\n15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12\n11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.\n", - "page": 399, + "id": "cr-psychic-psychic-phenomena", + "rule_id": "cr-psychic-psychic-phenomena", + "title": "Psychic Phenomena", + "summary": "Psychic Phenomena results and when they trigger.", + "content": "186\nVI : Psychic Powers\nexamPLe\nBrother-Librarian Varis has turned his attention to the rest of the\nOrk’s warband and decides to rend the flesh from their bones and\nsend them screaming into the Warp by summoning up a Vortex of\nDoom. He chooses to use the power at the Unfettered level, and so\nuses his PR of 4 to determine its effects. Varis must then make a\nChallenging (+0) Willpower Test to manifest the power, as\nhe is using it Unfettered.\nsusTaininG Psychic Powers\nSome Psychic Powers can be sustained beyond a single round\nas noted in their description. A psyker may sustain such powers\nwithout the need to make further rolls. However, he must use\na Half Action each turn to maintain concentration. Should the\npsyker be unable to expend a Half Action, fall unconscious,\ndie or otherwise be unable to maintain the power, it will end.\nIt is also possible (but taxing) for a psyker to sustain\nmultiple powers at once. Such a feat still only requires the\npsyker to expend a Half Action each turn. However, each\nadditional power reduces each power’s PR and thus their\noverall effectiveness. Maintaining two powers at the same\ntime reduces the effective Psy Rating of both powers by 2.\nMaintaining three powers reduces the Psy Rating of all powers\nby 3, and so on. If the Psy Rating of a given power drops to 0,\nit is no longer maintainable and ends.\nIf a character suffers Psychic Phenomena while maintaining\nmultiple active powers, the additional energy he is channelling\nis likely to go out of control or otherwise worsen matters,\nadding +10 to the result rolled on Table 6–1: Psychic\nPhenomena for each power he has active.\ncumuLaTive effecTs\nModifiers, characteristic bonuses, and other benefits generated\nby psychic powers do not stack—only the highest applies.\nt\nUnless noted in its description, a Psychic Power that directly\ntargets an individual or thing requires a psyker to have line\nof sight towards (or otherwise be ‘aware’ of ) the target. The\ntarget must also be within the power’s stated range.\noPPoseD TesTs anD muLTiPLe TarGeTs\nWhen a Psychic Power is being used against multiple targets,\neach target may make an Opposed Test against the power’s\neffects. Roll once for the psyker. All those opposing him must\nindividually test against this single result. For simplicity’s\nsake, when there are large numbers of similar minor NPCs,\nit may be more convenient to roll once for all these NPCs to\nspeed things up.\nDeTecTinG Psychic Powers\nPsykers are attuned to the Warp, including the currents\nand eddies caused by other psykers dipping into the flow\nof the Immaterium. When psychic powers are in effect in a\npsyker’s presence, he can make a Psyniscience test in order\nto determine their source (see page 103 for details on the\nPsyniscience skill and its uses).\nPerils of the\nWarp\nW\nhen a psyker reaches deeper into the Warp to\npower his abilities, there is always the chance\nof the Empyrean bleeding into reality, a factor\nthat is invariably destructive and damaging. Sometimes this\nmanifestation of the Warp is unique to the psyker, but in\ngeneral it is as unpredictable as the Warp itself. Some effects\ncan include a dramatic drop in temperature, ghostly voices,\nfeelings of unease, or nearby vegetation shrivelling and dying.\nIn very rare instances, full-scale warp breaches with the direst\nof consequences can occur.\nWhen a psyker uses his power at the Unfettered level or\nPush level, he risks generating such a disturbance in the Warp.\nAny Unfettered Focus Power test that results in a double on\nthe dice, or any power used at the Push level, means that\nthe psyker must roll on Table 6–1: Psychic Phenomena.\nParticularly high rolls on this table can result in the psyker\nhaving to roll on Table 6–2: Perils of the Warp.\nunnaTuraL characTerisTics\nanD Psychic Powers\nCreatures and Characters with Unnatural Willpower can\nmake for shockingly powerful psykers. Characters with\nUnnatural Willpower may add the multiplier to their\nPsy Rating and any successes on opposed tests as part\nof psychic powers (both to enact and resist them).\n\n187\nVI: Psychic Powers\nTable 6–1: Psychic Phenomena\nd100 Roll\nEffect\n01-03\nDark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05\nWarp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08\nUnholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20\nMemory Worm: All people within line of sight of the psyker forget something trivial.\n21–23\nSpoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32\nDistorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41\nUnnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\npsyker must make a Routine (+10) Agility Test or be knocked down.\n51–53\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\n54–56\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\nfor a few brief moments. Everyone within this area must test against Fear (1).\n57–59\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\ninto the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\n60–62\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\ncreature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\n63–65\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\n66–68\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\nthe psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\n69–71\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\n72–74\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\nexception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\n75+\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\nthe Warp.", + "category": "psychic", + "tags": [ + "psychic", + "psychic phenomena", + "warp" + ], + "aliases": [ + "psychic phenomena", + "warp" + ], + "relatedRules": [ + "Perils of the Warp" + ], + "page": 187, + "pageEnd": 188, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_256" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 95 }, { - "title": "SQUAD DESIGNATION:", - "content": "8\n7 OATH:\n6\n5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2\n1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex\n", - "page": 399, + "id": "cr-squad-mode-squad-mode", + "rule_id": "cr-squad-mode-squad-mode", + "title": "Squad Mode", + "summary": "Entering, maintaining, leaving, and tracking Squad Mode.", + "content": "213\nVII: Playing The Game\nSquad Mode\nand Solo Mode\n“Stand fast brothers! We are the Emperor’s Fist, closed and ready\nto strike!”\n–Brother-Captain Heledorn of the Imperial Fists at the\nBattle of Broken Scythes\nN\no Space Marine ever stands alone. Though likened to\na one-man army, and with the might and strength to\nbest scores of lesser foes in single combat, a Battle-\nBrother is trained to be part of a team, a combat unit that\nis greater than the sum of its parts and works flawlessly to\nsmite its enemies. While other military organisations within\nthe Imperium teach squad tactics and company cohesion,\nnone are as united in battle as the Adeptus Astartes. Born\nfrom a common genetic heritage, a Space Marine squad is\ntied together by more than mere bonds of discipline and\nduty. They are truly brothers, sons of their Primarch and\nbound by blood. When a Space Marine joins the Deathwatch,\nhowever, he must often re-learn these bonds and re-forge\nhis connection to warriors not of his Chapter, who might\nbe descended from strange and unusual orders with diverse\ntraditions and tactics. This is where a Battle-Brother’s natural\ntraining is imperative, and he must reach deep within himself\nto find those distant genetic links that tie all Adeptus Astartes\ntogether as the grandsons of the Emperor himself.\nhis section details two very important aspects of being a\nSpace Marine, known as Solo Mode and Squad Mode. These\nrules represent both a Space Marine’s heritage (the gifts\nbestowed on him by his Chapter), as well as his exceptional\ndegree of military training and ability to work with his\nBattle-Brothers in ways lesser soldiers can only aspire to. All\ncharacters begin play with access to both Solo Mode and\nSquad Mode abilities, as determined by their Chapter, Rank,\nand Speciality. As play progresses and they grow in power,\ntheir squad mates (the group of characters) form stronger\nbonds, allowing them to unlock new abilities and upgrade\nexisting ones. Skillful use of both Solo Mode and Squad\nMode can make a significant difference on the battlefield and\nmay even mark the difference between victory or defeat.\nwhaT iS Solo mode?\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked\nto the rest of his squad in any special way and cannot benefit\nfrom Squad Mode actions or abilities used by his Battle-\nBrothers. He has access to all of his Solo Mode actions and\nabilities and may use these freely.\nwhaT iS SqUad mode?\nSquad Mode can only be entered deliberately by a character\nby using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\nother members of his team that are also in Squad Mode and\nmay benefit fully from Squad Mode actions and abilities.\nA character in Squad Mode can also initiate Squad Mode\nactions and abilities for the benefit of other team members\nalso in this mode.\nt\nTo help keep track of which mode a Battle-Brother is in, as\nwell as which mode abilities he has access to, players should\nuse the Status Mode Sheet. This sheet is divided into two\nhalves (see page 399) with one half detailing Solo Mode\nabilities and the other half detailing Squad Mode abilities.\nTo make things easier for both the GM and other players, the\nsheet can be placed on the table next to the owning player’s\ncharacter sheet, positioned so that his current mode is on top.\nThen when the player changes the mode of his character, the\nsheet can be flipped. In this way, everyone at the table can\ninstantly see which mode each character is in and each of the\nplayers can at a glance see the effects of their current mode as\nwell as the mode actions and abilities they have access to.\nAs an alternative, players can use other ways to denote the\nmode of their character (if for instance the game is not taking\nplace around a table or table space is at a premium). These\ncould include things such as placing a coin on their character\nsheets (each face denoting a different mode), putting scraps\nof coloured paper under their miniatures (if they are using\ngaming figures) or even rolling up their sleeves or putting\ntheir hats on backwards.\nhe Status Mode Sheet can be found on page 399.\nsuppoRT Range\nSquad Mode abilities can only be used when the character has\nhis fellow Battle-Brothers nearby to aid him. The distance at\nwhich a Battle-Brother can affect other members of his Kill-\nteam with a Squad Mode ability is known as Support Range\nand is determined by a Battle-Brother’s Rank, as detailed on\nTable 7–9: Support Range, and should be recorded on his\nStatus Mode sheet. Support Range is always measured from the\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nto see each other in order to be in Support Range. This visual\nTable 7–9: Support Range\nRank\nSupport Range\n1–3 (Close)\nVisual distance, no more than\n30 metres away.\n4–6 (Medium)\nVocal distance, no more than\n60 metres away.\n7–8 (Extended)\nVocal distance, no more than\n120 metres away.\n\n214\nVII : Playing the Game\ncontact can, however, be very minimal, and should function\nin near-darkness, heavy rain, and the chaos of combat, where\nfriends and foes can only be glimpsed through the swirl of\nsmoke and the flash of bolter fire.\nVocal distance means that the Battle-Brothers no longer\nneed to be able to see each other to work as a team but\nmust be in close vox communication. If there is no means of\ncommunicating via vox or other remote means (perhaps because\nof enemy jamming signals), or normal vocal communication is\nimpossible (due to excessive noise and the like), then the Battle-\nBrothers must be able to see each other as detailed above.\nexaMple\nAndrew wishes his character to use a Squad Mode ability. His\ncharacter is Rank 3, so he can only affect other members of his\nKill-team if they are within 30 metres and visible to him. Checking\nthe position of his Kill-team, there are two Battle-Brothers within\n30 metres, one Battle-Brother within 30 metres but out of sight and\none Battle-Brother more than 30 metres away. This means that when\nAndrew uses his Squad Mode ability, only two members of his squad\nwill be able to benefit from it.\nChanging Modes\nBy default all characters start play in Solo Mode and need\nto actively enter Squad Mode by using an action or making\na Cohesion Challenge. Entering Solo Mode is a Free Action\nthat a Space Marine can take at any time during his turn. To\nenter Squad Mode, a Battle-Brother must adjust his tactics,\nnote the positions of his Kill-team, and prepare for close unit\nactions—all of which requires an effort on the part of the\nSpace Marine, one that comes easier with experience and the\nsupport of a loyal and trusted squad. Before a Battle-Brother\ncan enter Squad Mode, however, he must meet the following\nrequirements:\n• He must be in Support Range of at least one other\nmember of his Kill-team.\n• His Kill-team must have at least 1 point of Cohesion.\nHe can then use a Full Action (effectively missing a Turn)\nand enter Squad Mode. No tests are required and the Battle-\nBrother is in Squad Mode effectively from the start of his\nnext Turn.\nAlternatively a Battle-Brother can try to enter Squad Mode\nas a Free Action or Reaction by passing a Cohesion Challenge\n(see page 212). If the Cohesion Challenge is failed, then the\nBattle-Brother loses his current Turn or his next Turn (if he\ntried to enter Squad Mode as a Reaction) and enters Squad\nMode from the start of his following Turn.\nexaMple\nOne of Palarius’ squad members has activated a Squad Mode ability\nand he wishes to enter Squad Mode so as to benefit from it. As it is not\nhis Turn, he must spend his Reaction and pass a Cohesion Challenge.\nUnfortunately for Palarius he fails the test. This means he does not\nbenefit from the Squad Mode ability of his Battle-Brother and he\nloses his next Turn as he enters Squad Mode anyway. From the start\nof his following Turn, however, he is in Squad Mode and is able to\nmake and benefit from Squad Mode actions as normal.\nMainTaining squad Mode\nSquad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\nhe fails a Cohesion Challenge (see page 212).\nexaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.", + "category": "squad_mode", + "tags": [ + "changing modes", + "squad mode", + "squad_mode", + "support range" + ], + "aliases": [ + "changing modes", + "squad mode", + "support range" + ], + "relatedRules": [ + "Cohesion", + "Solo Mode" + ], + "page": 214, + "pageEnd": 215, "source": "Core Rulebook", "sourceAbbr": "CR", - "category": "general", - "id": "rule_257" + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 95 }, { - "title": "COHESION:", - "content": "Effects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:\n", - "page": 399, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_258" - }, - { - "title": "OF THE 41ST MILLENNIUM", - "content": "You are a Space Marine, one of the Imperium’s supreme\nwarriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions no-\none else can accomplish, and confront the most\ndangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\n™\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01\n", - "page": 400, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_260" - }, - { - "title": "ISBN:978-1-58994-778-8", - "content": "™\nwww.FantasyFlightGames.com 9 781589 947788 55995\n™\n", - "page": 400, - "source": "Core Rulebook", - "sourceAbbr": "CR", - "category": "general", - "id": "rule_261" - }, - { - "title": "by Kroot (Novice Objective, 6 Requisition)", - "content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\n", - "page": 6, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "equipment", - "id": "rule_263" - }, - { - "title": "Objective, 7 Requisition)", - "content": "take extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n", - "page": 6, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "equipment", - "id": "rule_264" - }, - { - "title": "(Veteran Objective, 8 Requisition)", - "content": "You should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planet’s dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ship’s crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\n", - "page": 6, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "equipment", - "id": "rule_265" - }, - { - "title": "(8) (8)", - "content": "and one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\n", - "page": 7, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_266" - }, - { - "title": "Strength (x2), Unnatural Perception (x2).", - "content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n", - "page": 7, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_267" - }, - { - "title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).", - "content": "Imperial Guardsmen fighting off an overwhelming number\n", - "page": 7, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_268" - }, - { - "title": "Gear: Rifle reloads.", - "content": "of Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunship’s weapons to bear, it provides\nteam endeavours to turn the battle’s tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outpost’s 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ship’s guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (–30). Any misses or Blast weapons\n", - "page": 7, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "equipment", - "id": "rule_269" - }, - { - "title": "Unnatural Perception (x2)", - "content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT\nhe southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak\nnortheast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None\non this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassin’s Strike can be in any\nthe centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planet’s largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine\nverdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other\ncontinents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have\nfor avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the\nthey are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines\nor all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the\n", - "page": 15, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_270" - }, - { - "title": "minus the wielder’s Strength Bonus in minutes.", - "content": "he’ll want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one\nthe Kill-team to the events transpiring at the Tau base.\nShadow of Madness\nor both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling\ndestroyed in the blast.\n", - "page": 16, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_271" - }, - { - "title": "them they have discovered the General’s location", - "content": "• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding\nexpose the Trellis. This requires three successes on an\nthe Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons,\nto transport the Trellis off planet means it is almost\nor an Extended Ballistic Skill Test with a weapon that\ncertainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling\nbodies in the towering glade), the Battle-Brothers\ntrees, a successful use of the Evaluate Skill to determine weak\nmight recover intelligence documents. Interpreting\npoints either halves the time needed or adds +10 to the chances\nit would require help from someone with Speak\nof success.\nLanguage (Tau) or an Elucidator.\n• Move the base’s location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles\ndescend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres\nup. If the Battle-Brothers glance upwards, they see the series\nthey died. A few crumpled pages of a manuscript in high\nof structures formed from animal hides, leaves, and a mulch\ngothic flutter between two flat chunks of rubble. They appear\nof partially digested wood from the Kroot’s iron stomachs.\nto be the account of a survivor of original settlement, but\n", - "page": 16, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_272" - }, - { - "title": "Renown from the overall Mission Rewards.", - "content": "Shadow of Madness\nFailure: The operation is a failure. Whatever\nresult the characters were attempting, they affect\n1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each\ncharacter carries 1d5 points of Damage back\nfrom the battle.\nStalemate: There is no meaningful outcome to\nthe operation. The characters made a respectable\n0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/\neffort; the GM can further shade whether they\nFailure Failure Failure\naccomplished even something trivial by whether\nthe attempt was a net fail or success.\nMinor Victory: The operation will be quickly\n1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what\nthey set out to do. The effects may be temporary.\nModerate Victory: The characters performed\n2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but\nwithout particular flair.\nDecisive Victory: The Operation was a tale\nworth re-telling. The characters affected a\n4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success\nlasting achievement that was everything they\ncould have hoped to accomplish.\nHeroic Feat: The involved characters achieved\neven more than they set out to do. What began\n9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being\n", - "page": 21, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", + "id": "cr-combat-combat-overview", + "rule_id": "cr-combat-combat-overview", + "title": "Combat Overview", + "summary": "Structured time, initiative, rounds, turns, and surprise.", + "content": "234\nVIII : Combat\nChapter VIII:\nCombat\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nT\nhe Imperium is beset on all sides from the enemies\nof mankind: ravenous aliens, bloodthirsty daemons,\nand fanatical traitors, all intent on the destruction of\nthe Emperor and those sworn to him. As members of the\nDeathwatch, the players stand on the frontlines against such\nfoes, struggling to survive and bring glory and honour to\ntheir Chapter. This means combat... lots of combat.\nThis section covers Actions, combat, and Damage in the\ngame of Deathwatch. As combat is a significant part of any\nKill-team’s endeavours, the rules in this chapter form a core\npart of any Deathwatch game.\nNarrative time vs.\nstructured time\nThe passage of time is flexible in a game of Deathwatch and\nsubject to the GM’s discretion based on the needs of the story\nand the choices the players make. Sometimes the GM only\nneeds to convey a very loose sense of time, which is known\nas narrative time. In other situations, especially combats, more\nprecise time keeping is necessary, and the GM should adopt\nwhat is known as structured time.\nnarratIve tIme\nMany situations in a game of Deathwatch do not require\nprecise time keeping. It is usually enough to know if a certain\naction takes a few minutes, or about an hour, or several weeks,\nor anything in between. Narrative time is most often used\noutside of combat and other situations where the precise\norder of actions is unimportant.\nstructureD tIme\nIn contrast to the abstract approach of narrative time,\nstructured time is important for resolving complex encounters,\nsuch as combats, when every second counts and the order in\nwhich things happen is crucial. Structured time is divided\ninto Rounds, Turns, and Actions.\nrounDs\nA Round consists of every character participating in the\nencounter taking one Turn each. It assumed that characters\nact more or less simultaneously in an encounter, so a Round\nis approximately five seconds long, regardless of how many\ncharacters are involved.\nturns\nEach character in an encounter gets one Turn each Round. During\na character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see\npage 235.\nactIons\nA character can perform one or more Actions on his Turn. If a\ncharacter is performing multiple Actions during his Turn, the\norder in which they are resolved may or may not matter. For\nexample, a character could draw his pistol and then move a\nfew metres, or he could move first and then draw his pistol,\nand either way the end result is the same. But, if the same\ncharacter wants to shoot his pistol, he obviously needs to\ndraw it first. Actions are described in detail on page 236.\ncombat overview\nCombat is usually resolved using structured time divided into\nRounds, Turns, and Actions. Each character, including NPCs,\ntakes one Turn each Round. The order in which Turns are\nresolved depends on Initiative Order. When a new combat\nbegins, follow these steps to determine what happens.\nstep one: surprIse\nAt the beginning of a combat, the GM determines if any characters\nare Surprised. This can only happen once at the beginning of\na combat, and there will be many combats where nobody is\nSurprised. A Surprised character loses his Turn on the first Round\nof combat because he has been caught unawares by his enemies.\nIf no one is Surprised, move immediately to Step Two.\nstep two: roll InItIatIve\nAt the start of the first Round, each character rolls for Initiative.\nEach character rolls 1d10 and adds his Agility Bonus (the\ntens digit of his Agility Characteristic). The result of the roll\napplies for all successive Rounds in the combat.\nstep three: DetermIne InItIatIve\norDer\nThe GM ranks all the Initiative rolls, including those of the\nNPCs, from highest to lowest. This is the order in which the\ncharacters their Turns during each Round of combat.\nstep Four: combatants take turns\nStarting with the character at the top of the Initiative Order,\neach character takes a Turn. The character currently taking\nhis Turn is known as the active character. During his Turn,\nthe active character can perform one or more Actions. Once\nhis Actions have been resolved, the next character in the\nInitiative Order becomes the active character and takes his\nTurn, and so forth.\n\n235\nVIII: Combat\nstep FIve: rounD enDs\nOnce each character has taken a Turn, the Round is over. Any\nlingering effects that specify a duration of “until the end of\nthe Round” now end.\nd\nContinue to play successive Rounds until the combat is\ncomplete or until the event that triggered the switch from\nnarrative time to structured time is resolved.\nsurprise\nSurprise only affects the beginning of a new combat. It is up to the\nGM to decide if any of the combatants are Surprised. Ultimately,\nthis comes down to a judgement call on the GM’s part, based\non the circumstances and the Actions of the various combatants\nleading up to the encounter. The GM should take the following\ninto account when determining Surprise:\n• Is anyone hiding? Successful use of the Concealment Skill\nbefore the combat may mean that some combatants are\nhidden. Extremely wary characters may oppose this with an\nAwareness Test.\n• Is anyone sneaky? Successful use of the Silent Move Skill\nmay have positioned some characters for an ambush. Again,\nwary opponents may oppose this with an Awareness Test.\n• Are there any unusual circumstances that would mask the\napproach of attackers? This can cover nearly anything, from\npouring rain to whining engines to nearby explosions.\n• Are there any distractions? It’s possible that something quite\ndistracting is going on. A cultist’s attention may be so fixated\non the sermon of his confessor that he doesn’t notice his\nattackers approaching.\nBearing all of this in mind, the GM must decide which\ncombatants are Surprised. Whilst it’s often the case that one\nentire side or the other is Surprised, there can be individual\nexceptions. For example, mutants may easily Surprise a unit of\ngreen Guardsmen, but not their keen-eyed commissar. If no one is\nSurprised, proceed with the combat as normal.\nA Surprised character loses his Turn in the first Round. He\ncan do nothing except stand dumbfounded. Furthermore, a\nnon-Surprised attacker receives a +30 bonus to Weapon Skill\nand Ballistic Skill Tests made to attack a Surprised target. After\nthe Surprise Round completely resolves, all Surprised characters\nrecover their wits and can act normally. All combatants then roll\nfor Initiative and the combat proceeds normally.\nexample\nWhile returning to his Kill-team, Helgath spots a sizable group\nof termagants scouring the area for biomatter. Rather than waiting\nfor the creatures to spot him, he decides to quickly plan an ambush.\nFinding a low rise in the termagants’ path, Helgath hides using his\nConcealment Skill. The GM then makes an Awareness Test for\nthe termagants, which is opposed by Helgath’s Concealment Test,\nwhich Helgath wins. The GM rules that the termagants are all\nSurprised, allowing Helgath to take any Combat Actions he wishes\nfor one Round. Additionally, any Weapon Skill and Ballistic Skill\nTests he makes to attack the termagants receive a +30 bonus. After\nthe Surprise Round is resolved, everyone involved in the combat,\nincluding Helgath, rolls for Initiative.\niNitiative\nInitiative determines the order in which participants act\nduring each Round. To determine Initiative, roll 1d10 and\nadd the result to the character or NPC’s Agility Bonus. The\nGM rolls the Initiative for any NPCs and creatures present.\nTo keep things simpler, it is recommended that the GM make\none Initiative roll for an entire group of similar enemies.\nexample\nHelgath, Myrdor, and Kalad are part of a Deathwatch Kill-team\nwhich has just been attacked by a group of four Tyranid warriors. The\nthree players controlling the Battle-Brothers each determine their own\nInitiatives by rolling 1d10 and adding their Space Marine’s Agility\nBonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8,\nand Kalad gets 11. Since the four Tyranid warriors all have similar\nCharacteristics, the GM makes one Initiative roll for all of them and\ngets 9. After each combatant (or group of combatants) has determined\nhis Initiative, the GM makes a list and places them in order, from\nhighest to lowest. This is known as the Initiative Order, which is the\norder the combatants act in each Round, until the combat is over.\n\n236\nVIII : Combat\nIf more than one character has the same Initiative, they act\nin order from the highest Agility to the lowest. If they also\nhave the same Agility, then each should roll a die, with the\nhighest going first.\nexample\nUsing the Initiative rolls in the above example, the GM ranks them in\norder from highest to lowest. Kalad acts first with his Initiative of 11,\nfollowed by all of the Tyranid warriors with their Initiative of 9. Helgath\nand Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is\nhigher, so he acts third, followed by Myrdor who acts last.\nMost combats last for multiple Rounds, but each combatant’s\nInitiative is only determined once at the start of the combat.\nOnce the Initiative Order has been established, it usually\nremains the same from Round to Round. If new combatants\njoin in the middle of the fight, simply determine their Initiatives\nnormally and insert them into the Initiative Order.\nactioNs\nDuring each normal Round, every character gets a Turn to\nact. On his Turn, a character can take one or more Actions.\nThere are five types of Actions in Deathwatch, and every\nAction also has one or more subtypes.\ntypes oF actIons\nEvery Action is categorised into one of the following types.\nFull actions\nA Full Action requires a character’s complete attention to\naccomplish. A character can take one Full Action on his Turn\nand cannot take any Half Actions. Grappling an opponent is\nan example of a Full Action.\nHalf actions\nA Half Action is fairly simple; it requires some effort or\nconcentration, but not so much that it consumes a character’s\nentire Turn. A character can take two different Half Actions on his\nTurn instead of taking one Full Action. A character cannot take\nthe same Half Action twice in the same Turn. Readying a weapon\nor making a Standard Attack are both examples of Half Actions.\nreactions\nA Reaction is a special Action made in response to some event,\nsuch as an attack. A character receives one Reaction each Round,\nwhich may only be used when it is not his Turn. Examples\ninclude making a Dodge Test or Parrying an attack.\nFree actions\nA Free Action takes only a moment and requires no real effort\nby the character. Free Actions may be performed in addition to\nany other Actions on a character’s Turn, and there is no formal\nlimit to the number of Free Actions one character can take.\nThe GM should use common sense to set reasonable limits on\nwhat can be done in a few seconds. Examples of Free Actions\ninclude dropping an item or speaking a few words.\nextended actions\nSome Actions take more time than a single Round to complete.\nOnce a character commits to an Extended Action, he is considered\nto be working towards completing it for as long as necessary. If\nthe character abandons the Extended Action, or is interrupted,\nall progress towards completing the Extended Action is lost.\nexample\nAthas, a Devastator, needs to reload his meltagun in the middle of a\ncombat. A meltagun’s reload time is two Full Actions. On his Turn,\nAthas shouts for his companions to cover him (a Free Action) and\nthen declares Reload as his Full Action. On his following Turn, he\nfinishes the reloading by spending another Full Action. If he had\nchosen to abandon his reloading efforts after the first Round, the\nExtended Action would have been aborted and he would need to\nstart the whole process over again, if he still wanted to reload.\nactIon subtypes\nIn addition to its type, every Action is also categorised into\none or more subtypes. Action subtypes don’t do anything in\nof themselves, but they are used to clarify what a character is\nand is not allowed to do in a variety of special circumstances.\nFor example, a character who is immobilised cannot perform\nany Actions with the Movement subtype.\nusiNg actioNs\nDuring his Turn, a character may perform one Full Action or\ntwo different Half Actions. A character could, for example,\nmake a charge attack (Full Action) or aim and shoot (two Half\nActions). It’s important to remember that a Round is only a\nfew seconds long, so the character’s Turn within that Round is\nbut a few moments. Any Action can be combined with talking,\nbanter, battle cries, and other short verbal expressions—these\nare considered Free Actions. It is left to the GM to decide\nwhat a player might be able to say in that amount of time.\nA wry aside to a companion or a terse insult to an enemy\nare always reasonable, but recounting the intimate details of\none’s seven duels-to-the-death between swings of a power\nsword should probably count as something more than just a\nFree Action.\nMost Actions are started and completed within the active\ncharacter’s same Turn. For example, a character does not\nbegin a Charge on one Turn and finish it on a later Turn\nor a later Round; he performs the entire Charge (which is a\nFull Action) at once on his Turn. But, there are two broad\nexceptions. Reactions are always performed when it is not the\nreacting character’s Turn, and Extended Actions always take\nmore than one Round to complete.", "category": "combat", - "id": "rule_273" + "tags": [ + "combat", + "initiative", + "round", + "surprise", + "turn" + ], + "aliases": [ + "combat", + "initiative", + "round", + "surprise", + "turn" + ], + "relatedRules": [ + "Actions" + ], + "page": 235, + "pageEnd": 237, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 90 }, { - "title": "Renown to the overall Mission Rewards.", - "content": "reTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team\nof Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating\nto retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen\nsitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon\nthis time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an\nan opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue\nthe team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises\nto summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit\nreturn. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:\n", - "page": 21, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", + "id": "cr-combat-weapon-jams", + "rule_id": "cr-combat-weapon-jams", + "title": "Weapon Jams", + "summary": "Jam thresholds and clearing jammed weapons.", + "content": "248\nVIII : Combat\nd\nWhen a character is Fatigued, all his tests, including any\nWeapon Skill and Ballistic Skill Tests, suffer a –10 penalty.\nFog, mIst or shaDow\nBallistic Skill Tests made to attack targets concealed by\nfog, mist, or shadow are Hard (–20). While a character is\nconcealed by fog, mist, or shadow, Concealment Skill Tests\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous\nFury is automatic (no second attack roll necessary).\nd\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are\nOrdinary (+10).\nlong range\nTargets that are at a distance of more than double the range of\na character’s weapon are at Long Range. Ballistic Skill Tests\nmade to hit targets at Long Range are Difficult (–10).\nmissiNg\nSometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.\npiNNiNg\nBeing shot at is a terrifying experience at the best of times, and\neven the most inexperienced soldiers know to keep their heads\ndown when the bullets and bolt shells start flying. Pinning\nrepresents a character’s survival instincts telling him to stay in\ncover. While he may want to charge headlong into a storm of\nbullets, he first needs to steel his nerves. When a character is\non the receiving end of Suppressive Fire, even if the shot struck\na Hit Location that is behind cover or the character suffers no\nDamage, he must make a Hard (–20 ) Pinning Test. This is a\nWillpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.\nd\nA Pinned character may only take Half Actions. Additionally,\nhe suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned\ncharacter is in cover relative to the attacker that Pinned him, he\nmay not leave it except to retreat (provided he can remain in cover\nwhile doing so). If he is not in cover when Pinned, he must use\nhis next Turn to reach cover. If there is no cover nearby, he must\nmove away from the attacker that Pinned him. A character can\ntest Willpower at the end of his Turn to escape Pinning, in which\ncase he may act as normal in his next Turn. This test is Easy (+30)\nif the character is no longer under fire (i.e., no one tried to shoot\nstray shots (optIonal rule)\nGMs keen on reinforcing the merciless nature of the 41st\nmillennium may rule that if a character shooting into a\nmelee combat misses his target by a small margin (one\nDegree of Failure or less), the attack instead hits another\ntarget engaged in the same melee. The GM might also\nrule that anyone shooting into a melee combat with\na Semi-Auto Burst or Full Auto Burst must allocate\nmultiple hits to different targets engaged in the melee.\nTarget\n1\n2\n3\n4\n5\n8\n6–7\n9-0", "category": "combat", - "id": "rule_274" + "tags": [ + "combat", + "jam", + "weapon jam" + ], + "aliases": [ + "jam", + "weapon jam" + ], + "relatedRules": [ + "Full Auto Burst", + "Semi-Auto Burst" + ], + "page": 249, + "pageEnd": 249, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 90 }, { - "title": "them, using the machine spirit’s Ballistic Skill.", - "content": "Antagonists vEsPid sTingwing\nS\nShadow of Madness\niniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15\n", - "page": 22, - "source": "Game Master's Kit", + "id": "cr-equipment-weapon-profiles", + "rule_id": "cr-equipment-weapon-profiles", + "title": "Weapon Profiles", + "summary": "Weapon class, range, rate of fire, damage, penetration, clip, reload, and special qualities.", + "content": "140\nV : Armoury\nCraftsmanship\n“A finely crafted weapon is like a finely-crafted battle plan. Both will\nserve you well.”\n–Commissar Holt\nW\nithin the Imperium, the quality of goods and services\nvaries widely, from handcrafted masterpieces of war\nto crude, mass-produced laspistols. To put a poor\nquality item in the hand of an elite Adeptus Astartes would be\nwasteful. Indeed, Adeptus Astartes gear is measured on a scale\nunto itself. Imperial governors and the richest noble families are\nlucky to own a single treasure that rivals the fine make of the\nmost Common Adeptus Astartes equipment. Still, more time and\ncustomisation can be put into a given piece, creating superlative\nequipment most likely found in the hands of esteemed Battle-\nBrothers. Exceptionally crafted items are produced in venerated\nforges by senior artificers, and their design reflects the additional\neffort devoted to their making. Lauded even above these\nnoteworthy works are Master-Crafted items, the rare opuses of\nForge Masters, into which untold years and the most precious\nand advanced materials are poured.\nItems of Exceptional and Master craftsmanship are more\ndurable, though it is up to the GM how and when these effects\nenter into play. In the case of weaponry and armour, effects on\nperformance or weight are detailed later, but for other goods,\ndifferences of quality are merely descriptive. The GM may reduce\nthe Difficulty of some Tests involving items of better craftsmanship,\nbut that is entirely at his discretion. Unless specifically stated, an\nobject is considered of Common craftsmanship.\nWeapons\n“Doesn’t matter how I came by it. Point is, this is the genuine article:\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nI’ll show you how easy it is.”\n–Last words of Edwin Dice, Metallican arms dealer\nT\nhe Deathwatch has access to a dizzying spectrum of\narmaments. Weapons are divided into several groups\ncontaining a plethora of ranged and melee weapons,\ncovering everything from mundane clubs to Astartes plasma\ncannons. All weapons come with the appropriate holster\nwhen Requisitioned.\nWeapon profiles use the following statistics, providing\nplayers and GMs with all the relevant information needed to\nuse them:\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\nusing a melee weapon, you add your SB to the damage\nyou inflict.\n• Thrown weapons cover anything propelled by muscle\npower alone and include knives, axes, spears, and the like.\nUnless they are also classed as melee, thrown weapons\ncannot be used in close combat (except as improvised\nweapons). When using a thrown weapon you add your\nSB to the damage you inflict (with the exception of\nexplosives such as grenades).\n• Pistol weapons are fired one-handed and can be used to\nmake a Standard Attack while engaged in melee. When\na pistol is used in this fashion, the pistol still Tests on\nBallistic Skill and continues to count as a ranged weapon\nfor all other purposes, including the application of Talents.\nHowever, the firer gains no bonuses or penalties to hit\nfor range or targeting equipment such as Sights. Pistols\nwith the Scatter Quality fired in melee are considered\nto be firing at Point-Blank range for the purpose of\ndetermining number of hits only.\n• Basic weapons normally require two hands, but can\nbe used one-handed with a –20 penalty to hit. While\nwearing Astartes power armour this penalty is negated.\n• Heavy weapons always require two hands and must be\nbraced in some way, usually either on a bipod or tripod\nto be fired without penalties. A windowsill, sandbag,\nor the firer’s shoulder (in the case of missile launchers)\ncan also serve to brace. Firing a heavy weapon without\nbracing incurs a –30 penalty and prohibits semi-auto and\nfull auto fire.\nTable 5–2: Renown\nRenown Rating Renown Rank\n0-19\nInitiated: You have recently sworn\nyour oaths of duty to the Deathwatch.\n20-39\nRespected: You have proven your\nprowess repeatedly through bravery and\nblood.\n40-59\nDistinguished: You have earned\nan impressive number of victories\nsafeguarding humanity against its\nenemies.\n60-79\nFamed: Your reputation precedes you,\nand your deeds are known to Battle-\nBrothers across the Reach.\n80+\nHero: Your name echoes to your\nChapter and beyond as a paragon of\nstrength and valour.\nTable 5–3: Craftsmanship and Requisition Costs\nCraftsmanship Upgrade\nRequisition Multiplier\nRenown Requirement\nCommon to Exceptional\nx 1.5\nRespected\nExceptional to Master\nx 1.5\nDistinguished\nCommon to Master\nx 2\nDistinguished\n\n141\nV: Armoury\n• Mounted weapons are heavy weapons too large and\npowerful to be man-portable. They are fired using the\nappropriate Heavy Weapon Training Talents, but must\nbe mounted on a weapons platform (such as Terminator\narmour) or a vehicle. Some Melee weapons (such as the\nChainfist) are also in this category.\nRange: This number determines how far the weapon can\nfire accurately in metres. The weapon’s Short Range is half\nthis number, while its Long Range is double this number (for\nrange bonuses and penalties see Chapter VIII: Combat,\npage 247–249). Weapons cannot be fired at targets more than\nfour times their Range distance away.\nRoF (Rate of Fire): This tells you if the weapon fires on\neither semi-auto or full auto and how many rounds or charges\nit expends when doing so. A weapon’s RoF has three entries\nindicating the modes it can fire in. The first entry indicates\nwhether the weapon can fire singly (with an S). The second\nentry indicates whether or not it can fire semi-automatically,\nand the number listed describes the number of shots fired by\nthis mode. Finally, the third entry describes if the weapon\ncan fire on full automatic and how many shots are fired when\nthis happens. Any mode in which the weapon cannot fire is\nindicated with a “-”.\nSome weapons can fire in more than one mode. If this is\nthe case, each of its different rates of fire is listed in its profile.\nCharacters must choose which mode to fire their weapon in\nbefore making their attack.\nDam (Damage): The Damage the weapon does and the\ntype of damage it inflicts for the purpose of Criticals (as\nshown in brackets): (E): Energy, (X) Explosive, (R) Rending,\n(I) Impact.\nen (Penetration): Reflects how good the weapon is\nat cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\ncounts as only having 2 Armour Points against any damage\nthe hit deals. Note that Penetration has no effect on fields, but\nit does affect cover.\nClip: How many rounds/charges the weapon holds when\nfully loaded.\nRld (Reload): How many Actions the weapon takes to\nreload. This is generally Half (for a Half Action) or Full (for a\nFull Action). Some weapons can take a number of Actions over\nseveral Rounds. The number of Rounds is given as a number;\nfor example 2 Full means that reloading takes 2 Full Rounds.\nSpecial: Tells you if the weapon has any special Qualities\nsuch as creating a blast when fired or needing to recharge\nbetween shots.\nWt (Weight): Represents how much the weapon weighs,\nnormally in kg (kilograms).\nReq (Requisition): The number of Requisition Points\nrequired to acquire a weapon from the armoury. Higher\nRequisition Point costs represent items that are more difficult\nto keep in supply and must be reserved for more challenging\nMissions. Items listed as N/A are not typically stocked in\nWatch Station armouries.\nRenown: The minimum Renown Rank required to\nRequisition the item. If no Rank is listed, then anyone may\nRequisition the item.\nr\nThe GM, at his discretion, may simply award the Kill-\nteam with a particular item, weapon, or other piece of\nwargear if he feels it is appropriate.\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast array of sources. Countless forge worlds, factories, and artificers\nlabour to supply the thousand Chapters of the Adeptus Astartes, each tithing some portion in turn to\nthe Deathwatch. With no standard for these contributions, nor any catalogue of the worlds and species\nencountered in the course of the Deathwatch’s duty, one can only guess how many models and patterns of\nweapons circulate through their ranks. While the Godwyn-pattern boltgun is the most numerous design of\nthe staple Adeptus Astartes weapon, it is far from the only one. Space Wolves often carry the Fenris-pattern,\njust as the Raven Guard favour Hawk’s Talons-pattern lightning claws. It would be impossible to detail\neach and every weapon and variant pattern to be found in a Deathwatch armoury (or even a small fraction\nof them), so the weapons, armour, and equipment in this Chapter represent the most common designs.", + "category": "equipment", + "tags": [ + "clip", + "damage", + "equipment", + "penetration", + "reload", + "rof", + "weapon profile" + ], + "aliases": [ + "clip", + "damage", + "penetration", + "reload", + "rof", + "weapon profile" + ], + "relatedRules": [ + "Weapon Special Qualities" + ], + "page": 141, + "pageEnd": 142, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 90 + }, + { + "id": "err-errata-errata-reference", + "rule_id": "err-errata-errata-reference", + "title": "Errata Reference", + "summary": "Errata and corrections to check when a rule result conflicts.", + "content": "Version 1.1\n\n2\nDeathwatch Living Errata\nDeathwatch\nLiving Errata\nThis is the living errata for the Deathwatch RPG line. The\nErrata is divided according to product. The most recent\nupdates to this errata are in red. This errata had its most\nrecent update: May 9, 2011.\nSpecial thanks to Owen Barnes, Nathan Dowdell, Matt\nEustace, Arseni Kritchever, Ryan Powell (and the rest of the\nBolter & Chainsword group), and Sam Stewart for helping to\ncompile this FAQ/Errata.\nDeathwatch\nCore Rulebook\nCHAPTER 1:\nCHARACTER CREATION\nStarting Talents (page 36): Add the Unarmed Warrior\nTalent to the list of Space Marine Starting Talents.\nImprovements (page 33): The sentence “An Improvement\nis a doubling of any applicable bonus (gaining a +20 bonus to a\nTest instead of a +10, removing 2d5 Damage instead of 1d5, and so\nforth)” should instead read “An Improvement is a doubling of any\napplicable bonus (gaining a +20 bonus to a Test instead of a +10,\nremoving 2d10 Damage instead of 1d10, and so forth).”\nSpace Wolves Characters (page 49): “Bonus Talent” should\ninstead read “Bonus Talents.” Add the Counterattack Talent to\nthe Bonus Talents section.\nCHAPTER 2: Specialities\nGeneral Space Marine Advances (page 63): Add the Two-\nWeapon Wielder Talent (Ballistic) Talent and the Two-Weapon\nWielder (Melee) Talent at Rank 7 for a cost of 800 xp each.\nAdd Pilot (Personal) at Rank 1 for a cost of 100 xp.\nSpace Wolves Chapter Advances (page 67): Add the following\nAdvance to Space Wolves Chapter Advances: Flesh Render (500 xp).\nApothecary Advances (pages 69-70): The Hardy Talent\nadvance in the Rank 1 Advances table should cost 100 xp.\nCreate Toxins (page 69): Add the following to the end of the\nsection: “Toxins created by the Apothecary using this special ability are\nable to bypass immunities to the Toxic Quality possessed by some creatures\nsuch as Tyranids. This exception only works when the toxin is used against\nthe particular enemy that the Apothecary had selected when creating toxins.\nCreatures with the Undying Trait and the Machine Trait are immune to\ntoxins created by this ability.”\nWrathful Descent (page 73): The entry should now read:\n“When making a Charge against a Horde, the Assault Marine may\ninflict an additional 1d10 damage to the Horde’s Magnitude on his first\nsuccessful attack. This ability only functions when in Squad Mode.\nUnrelenting Devastation (page 77): The Unrelenting\nDevastation section should be replaced with the following text:\n“When the Devastator Marine successfully attacks and damages a Horde\nwith a Heavy weapon, he deals an additional 1d5 damage to the Horde’s\nMagnitude. This additional damage stacks with any other additional damage\ndealt to the Horde, such as damage from a Blast weapon or a Flame weapon.\nThis additional damage applies per attack, not per hit (so unless there are\nexceptional circumstances afoot, it will only apply once per Turn). If the\nattack deals damage to multiple Hordes, the Marine chooses which Horde\ntakes the extra damage.”\nDeathwatch Devastator Marine Advances (page 77-78):\nThe cost of Rapid Reload Talent at Rank 4 should be 200 xp.\nThe cost of Rapid Reaction Talent at Rank 6 should be 200 xp.\nLibrarian Advances (pages 81-83): Replace the Warp\nConduit Talent Advance at Rank 3 with the Strong Minded\nTalent Advance for a cost of 800 xp. Replace the Strong\nMinded Talent Advance at Rank 4 with Warp Conduit Talent\nAdvance for a cost of 1000 xp.\nTactical Expertise (page 85): The following should be\nadded to the Tactical Marine Tactical Expertise section: “This\nCommand Test is rolled once when the Tactical Marine initiates the\nSquad Mode ability for the first time during the mission (for Sustained\nSquad Mode abilities) or during the combat encounter (for non-\nsustained Squad Mode abilities). If the Command Test is successful\nthe Tactical Marine may then share the benefits of his Chapter’s Squad\nMode ability freely for the full duration of the Squad Mode ability.”\nCHAPTER 3: SKILLS\nMedicae (page 102): The following should be added to\nthe First Aid use of the Medicae Skill: “The First Aid use of the\nMedicae Skill can be used to treat any number of untreated injuries with\na single Medicae Test. If successful, the Medicae Test removes damage\nas detailed above. Once the Medicae Test is performed, the injuries are\ntreated (for better or worse) and cannot be treated with another First Aid\nTest. They may be treated with an Extended Care Test.”\nPsyniscience (page 103): Add the following sentence: “On\na success, you extend your senses out to a number of metres equal to\nyour Perception Bonus plus 1d10. Each degree of success adds another\n1d10+ your Perception Bonus to the roll.”\n\n3\nDeathwatch Living Errata\nCHAPTER 4:\nTALENTS AND TRAITS\nHot Shot Pilot (page 109): In Table 4-1: Talents, the Hot\nShot Pilot Talent entry in the table should be removed.\nMachinator Array (page 122): The following sentence\nshould be added to the description of Machinator Array:\n“Machinator Array counts as a cybernetic, meaning all stat bonuses\nfrom this talent are applied after the calculation of Unnatural\nCharacteristics.”\nStalwart Defence (page 126): The sentence “He may make a\nParry reaction against all successful strikes against him, and all Damage\nhe suffers is reduced by -2” should change to “He may make a Parry\nreaction against all successful strikes even if doing so exceeds his normal\nnumber of reactions, but may not attempt more than one Parry per\nsuccessful strike, and all Damage he suffers is reduced by -2.”\nThe Flesh is Weak (page 128): Add the following sentence to\nthe description of The Flesh is Weak Talent: “The Armour Points\ngained through this Talent stack with any Armour Points of the armour the\ncharacter is wearing, and are considered to be Non-Primitive Armour.”\nDisciplined (Horde) (page 131): The description of\nDisciplined (Horde) Trait should be changed to read: “The\nhorde is made up of hardened and well-disciplined troops who do\nnot break and flee even after having sustained terrible casualties. The\nhorde with this trait does not suffer the -10 penalty to Willpower tests\nto resist breaking if it is below 50% of its starting Magnitude. Also,\nit does not automatically break (see page 360) if it is below 25% of\nits starting Magnitude, but instead makes the Willpower test to resist\nbreaking at -10%.”\nCHAPTER 5: ARMOURY\nCybernetics (page 176): Table 5–23 should be Table\n5-21.\nMelta Weapons (page 148): The sentence “Astartes melta\nweapons deal an extra 1d10 Damage to targets at Short Range or\ncloser” should change to “Astartes melta weapons double their\nPenetration when firing at Short Range or closer.”\nAstartes Conversion Beamer (page 152-153): Both\nmentions of “Felling” should be changed to “Felling(1)”\nForce Weapons (page 155): The following sentence should\nbe added to the description of Force Weapons section: “The\nFocus Power Test to channel psychic force through a Force Weapon\ncan be made at any of the three psychic powers’ power levels (see page\n185), and has the same chance to generate Psychic Phenomena/Perils\nof the Warp (see page 186-188). The additional damage dealt by\nchannelling psychic force through a Force Weapon is Energy for the\npurposes of determining Critical Damage.”\nAstartes Thunder Hammer (page 155): Add the following\nto the end of the description: “A Thunder Hammer adds a\nmultiplier to the wielder’s Strength Bonus. (Note: A Space Marine\nalready doubles his Strength Bonus from his Unnatural Strength Trait.\nTherefore, the Thunder Hammer increases the multiplier by one,\ntripling the Space Marine’s Strength Bonus.)”\nSpecial Issue Ammunition (page 159): The last sentence\nof the description of Special Issue Ammunition should be\nchanged to read: “Special issue ammunition for Heavy Bolters\nadds +5 to the Requisition for a regular clip or +15 if an Astartes\nBackpack Ammo supply is used.”\nSpecial Issue Ammunition (page 159): The correct\nrequisition cost for Kraken rounds is 15, not 5.\nAstartes Power Armour (pages 160-161): Add the\nfollowing sentence to the Poor Manual Dexterity section: “The\npower armour helmet can be donned or removed as a half-action.”\nGolden Icons (Blood Angels) (page 170: The Purity\nFocus entry should be changed to: “Whenever the Battle-Brother\ngains Corruption Points, reduce the total by 1 to a minimum of 1.”\nCybernetics (page 176): add the following sentence: “If two\nor more implants are installed in the same location (such as the Body\nlocation), the +2 Toughness Bonus applies only once.” after: “The\nrobust construction of cybernetics adds 2 to the owner’s Toughness\nBonus (after Unnatural Toughness) in the relevant location”\nCHAPTER 6:\nPSYCHIC POWERS\nExample (page 185): This example should read: “Brother-\nLibrarian Varis is using his Smite power on a particularly unlucky\nOrk. Because he wishes to make sure that the foul creature is destroyed,\nhe chooses to Push the power, adding +3 to his PR of 4. He makes\na Focus Power Test (a Challenging (+0) Willpower Test further\nmodified as per Smite power description by range, lighting, enemy\ntalents, etc.) to manifest the power, he works out the power’s effects\n(such as the range and damage) using his adjusted PR of 7. Because he\nis using the Push power level, he will also have to roll on Table 6-1:\nPsychic Phenomena to determine what manner of warp disturbances\nhis brutal slaying of the Ork has conjured.”\nFocus Power Test (page 185): The sentence saying “A Focus\nPower test is a Willpower Test that determines whether a functions\nsuccessful” should change to “A Focus Power test is a Challenging\n(+0) Willpower Test that determines whether a psychic power functions\nsuccessfully.” The sentence saying “In these cases, the Opposed Test is\nalso the Focus Power Test, and even if the psyker scores better than his\nopponent but does not roll under his Willpower, the power will still fail”\nshould change to “If the Focus Power Test is an Opposed Test, the\npsyker must successfully pass the Test and gain more Degrees of Success\nthan at least one of his opponents to activate the power. Note that even\nif the psyker gathers less Degrees of Success than his opponent and does\nnot activate the power, he still can generate a disturbance in the Warp if\nusing the power at Unfettered or Push level.”\n\n4\nDeathwatch Living Errata\nPsychic Powers and Righteous Fury (page 186): add the\nfollowing section to the Psychic Powers in Deathwatch section\npreceding the Perils of the Warp (page 186): “Psychic Powers that\ndeal damage can benefit from Righteous Fury (see page 245). When a\nchance for Righteous Fury occurs, the attacker re-rolls the Focus Power\nTest using the same modifiers and power level as the original Focus Power\nTest to use a psychic ability. If the original test was an Opposed Willpower\nTest, the defender re-rolls Willpower using the same modifiers as the\noriginal Opposed Willpower Test. The roll to confirm Righteous Fury\ndoes not generate Psychic Phenomena or Perils of the Warp.”\nPower Format (page 189): Add the following sentence to\nthe Action entry: “If the power targets an opponent or does damage\nto an opponent, the power gains the Attack Subtype (see page 237),\nand thus cannot be combined with other Attack Subtype actions (such\nas Full-Auto Burst or Semi-Auto Burst, and so on).\nAvenger (page 194): The sentence “The Avenger power works\nexactly like a shot from an Adeptus Astartes heavy flamer (see page 145),\nwith all the usual chances to hit and set targets on fire.” should read\n“The Avenger power works exactly like a shot from an Adeptus Astartes\nheavy flamer (see page 145), with all the usual chances to hit and set\ntargets on fire, and affecting Hordes as an Adeptus Astartes heavy flamer\nrather than as a psychic power normally would (see page 360).”\nWings of Sanguinius (page 196): The sentence “While this\npower is in effect, the Librarian gains the Flyer Trait (see page 132) with\na Movement equal to his PR” should read “While this power is in effect,\nthe Librarian gains the Flyer Trait (see page 132) with a Movement\nequal to his PR + 5.” Add the following to the end of the power’s\ndescription: “This power may be Sustained with a Free Action.”\nForce Barrier (page 197): The sentence “While this power is\nin effect, and as long as the Librarian does not move, he gains 3 AP\nx PR to all locations.” should change to “While this power is in\neffect, and as long as the Librarian does not move or Dodge, he gains\nAP equal to 3 x PR to all locations.”\nStorm Caller (page 198): Add the following sentence to the\ndescription of the power: “The power’s effect moves with the Rune\nPriest for the duration of the power.”\nTempest’s Wrath (page 198): Add the following sentence to\nthe description of the power: “The effect of this power does not move\nwith the Rune Priest and remains centred on the point where the Rune\nPriest originally used the power; however, the Rune Priest does not need to\nremain within the radius of Tempest’s Wrath in order to sustain it. Only\none Tempest’s Wrath power can be sustained by a Rune Priest.”\nHammer of the Emperor (page 199): The sentence “The\nLibrarian chooses a point within range and calls down the Hammer.”\nshould change to “The Librarian chooses a point within range\nof the power and one that he has a line of sight to and calls down\nthe Hammer.”\nCHAPTER 7:\nPLAYING THE GAME\nOpposed Tests (page 203): The sentence “If both participants\nsucceed, the one with the most Degrees of Success wins.” should read\n“If both participants succeed, the one with the most Degrees of Success\nwins; the degrees of success from the defender cancel out the same\nnumber of degrees of success from the attacker.”\nRecovering Lost Cohesion (page 212): Add the following\nsentence to the description of this section: “Points of Cohesion\nrecovered by the Kill-Team during a Mission can exceed the number of\nCohesion Points generated at the start of the Mission (this may represent\nthe Kill-team learning to work together to accomplish goals).”\nChanging Modes (page 214): Add the following sentence at\nthe end of this section: “Entering Squad Mode is an action that effects\nthe group, not just an individual. If a Battle-Brother successfully enters\nSquad Mode all other Kill-team members within Support Range may (if\nthey choose) immediately enter Squad Mode without using Full Action or\npassing a Cohesion Challenge.” Add the following sentence to the\nend of the description: “If the Kill-team becomes separated during the\nMission its members may form multiple Squads for the purpose of Squad\nMode abilities so long as all the requirements of entering Squad Mode are\nmet and the Support Ranges of the multiple squads do not overlap.”\nMaintaining Squad Mode (page 214): Add the following\nsentence after “Squad Mode can be maintained as long as the Battle-\nBrother’s Kill-team has at least 1 point of Cohesion”: “A squad may\ncontinue to be in Squad Mode and sustain abilities between combat\nencounters as long as its members remain in Support Range and the\nKill-team has at least 1 point of Cohesion.”\nBurst of Speed (page 216): Burst of Speed ability is a Free\nAction that can be activated at the start of a turn.\nEmperor’s Grace (page 216): Emperor’s Grace ability can\nbe activated as a Free Action or a Reaction.\nExtreme Endurance (page 216): Extreme Endurance can\nbe activated as a Free Action or a Reaction.\nFeat of Strength (page 216): Feat of Strength is a Free\nAction that can be activated at the start of a turn.\nBlood Frenzy (page 217): Blood Frenzy is a Free Action\nthat can be activated at the start of a turn.\nStoic Defence (page 217): Stoic Defence is a Free Action\nthat can be activated at the start of a turn.\nGaining Squad Mode Abilities (page 219): The sentence\n“Depending on the squad leader’s Speciality and Chapter, he will have\naccess to a different selection of abilities which his Kill-team may then\nuse during the course of the Mission” should change to “Depending\non the squad leader’s Speciality, he will have access to a different\nselection of Codex abilities which his Kill-team may then use during\nthe course of the mission.”\n\n5\nDeathwatch Living Errata\nUsing Squad Mode Abilities (page 219): The first paragraph\nshould change to “Squad Mode abilities function just like other\nActions and can be activated by any Battle-Brother—not just the squad\nleader—in his turn or as specified by the ability’s description. There is\nno test to activate these abilities. However, the Battle-Brother must spend\nthe required amount of Cohesion (as indicated by the ability) and be in\nSquad Mode. He only needs to spend this cost once, however, and once\nan ability has been activated, it remains so for the remainder of the\nMission (for Sustained abilities, until the Kill-team no longer chooses to\nsustain it) or for the duration of a single combat, (if the ability is not\nSustained) and may be used by either him or any other members of his\nKill-team in Squad Mode.” Add the following at the end of the\nfirst paragraph of this section: “Some non-sustained Squad Mode\nabilities have a duration different than single combat and are indicated as\nsuch. These abilities can be activated multiple times in the same combat,\nprovided the full Cohesion cost is paid for each activation.”\nUsing Chapter Specific Abilities (page 219): Add the\nfollowing sentence to this section: “Battle-Brothers may activate the\nChapter abilities of their own Chapter even if the squad leader is not of the\nsame Chapter, but these abilities will still only affect the Battle-Brother and\nany members of his Kill-Team that belong to the same Chapter.”\nSustaining Squad Mode Abilities (page 220): The sentence\n“The Battle-Brother may choose to stop sustaining an ability (possibly\nto active a new Squad Mode ability) as a Free Action at the start of\nany of his Turns” should change to “The Battle-Brother may choose\nto stop sustaining an ability (possibly to activate a new Squad Mode\nability or benefit from another active Squad Mode ability) as a Free\nAction at the start of any of his Turns, but does not need to pay the\nCohesion cost of the sustained ability if he wants to reactivate it later\non in the Mission.” The following sentence should be added to\nthe end of the description: “A Battle-Brother may only sustain or\nbenefit from one Squad Mode ability at a time.”\nBolter Assault (page 221): This ability only lasts for\nthe duration of the Battle-Brother’s turn instead of the\nfull combat.\nFurious Charge (page 221): This ability only lasts for\nthe duration of the Battle-Brother’s turn instead of the\nfull combat.\nHoly Vengeance (page 222): This ability only lasts for\nthe duration of the Battle-Brother’s turn instead of the\nfull combat.\nFury of Sanguinius (page 222): This ability only lasts\nfor the duration of the Battle-Brother’s turn instead of the\nfull combat.\nLightning Strike (page 222): This ability only lasts for\nthe duration of the Battle-Brother’s turn instead of the\nfull combat.\nSustained Supression (page 222): Add the following\nsentence to the end of the Effects section: “The attacks made\nwhile using this ability may include single shot and semi-auto fire, but\nnot full-auto bursts.”\nRegroup (page 223): This ability only lasts for the duration\nof the Battle-Brother’s turn instead of the full combat.\nFeel No Pain (page 224): This ability only lasts for the duration\nof the Battle-Brother’s turn instead of the full combat.\nTable 7-16: Oaths (page 229): The Tactical Advance\nSquad Mode Ability listed under Oath of the Astartes and\nOath of Glory should be replaced with Squad Advance Squad\nMode Ability instead. Oath of Knowledge should include\nTechmarine in the Prerequisite column.\nOath of Knowledge (page 229): Prerequisite section should\ninclude Techmarine as one of the Prerequisite Specialities.\nCHAPTER 8: COMBAT\nFeint (page 237 and 239): In Table 8-1: Combat Actions\nand in its entry, Feint should not have the “Attack” subtype.\nDodge (page 237): In Table 8-1: Combat Actions, Dodge\nshould have Movement subtype.\nManoeuvre (page 237): In Table 8-1: Combat Actions and\nin its entry on page 241, Manoeuvre should not have the\nAttack subtype.\nRighteous Fury (page 245): The sentence “If that second\nattack hits, the attacker may make an additional Damage roll and add\nit to the Damage total” should change to “If that second attack hits,\nthe attacker may roll one additional Damage dice (1d10) and add it\nto the Damage total.” The Example should read: “Helgath has hit a\nheretic with his combat knife and proceeds to make his Damage roll. A\ncombat knife deals 1d10+2 points of Damage, plus 10 for Helgath’s\nStrength Bonus (modified by his power armour) of 10. Helgath rolls\n1d10 and gets a 10 and then adds 12 for a total of 22. In addition, as\nhis dice result was a 10, his attack is also a possible Righteous Fury!\nHelgath then makes a second attack roll identical to his first, which is\na Weapon Skill Test using his Weapon Skill of 45. Helgath rolls a 22,\nwhich is a hit! He now rolls one additional Damage dice and gets a\n5. Helgath’s Damage total for this attack is 27 (22+5). The Emperor\nhas truly smiled upon Helgath this day.”\nDamage (page 250): The sentence “He is also wearing Adeptus\nAstartes power armour that provides 10 Armour Points of protection to\nhis arms, body, and legs” should change to “He is also wearing Adeptus\nAstartes power armour that provides 10 Armour Points of protection to\nhis body and 8 Armour Points of protection to his arms and legs.”\nFalling (page 261): The sentence “To work out Damage from\nfalling, simply roll 1d10+1 for every meter the character fell.” should be\nchanged to “To work out Damage from falling, simply roll 1d10 and add\n+1 for every meter the character fell.” Add the following sentence at\nthe end of the section: “The character ends prone at the end of falling,\nbut can roll Challenging (+0) Agility Test to avoid landing prone.”\n\n6\nDeathwatch Living Errata\nCHAPTER 9:\nTHE GAME MASTER\nSetting Requisition (page 273): The sentence “Table 9-4: Setting\nRequisition details the amount of Requisition a Mission should have based\non its Objectives and their difficulties” should change to “Table 9-4:\nSetting Requisition details the amount of Requisition each Battle-Brother\nshould have for the Mission based on its Objectives and their difficulties.”\nTable 9-4 should be replaced with the following:\nAnd They Shall Know No Fear (page 277): Add the\nfollowing to the first bullet point: “The penalty to Willpower Tests\ndoes not affect Focus Power Tests.” The sentence “If the battle-Brother\nis in Squad Mode, the Kill-team suffers a point of Cohesion Damage for\nevery Degree of Fear the creature possesses unless the Kill-team Leader\npasses a Willpower Test (with the appropriate modifiers, see below)”\nshould change to “If the battle-Brother is in Squad Mode, the Kill-\nteam suffers a point of Cohesion Damage for every Degree of Fear the\ncreature possesses unless the Kill-team Leader passes a Willpower Test\n(with the modifiers listed in Table 9-6: Fear Test Difficulties).”\nCHAPTER 13: ADVERSARIES\nAttacking A Horde (page 359): Add the following to the\ndescription of the section: “Hordes do not normally Dodge or Parry\nAttacks. At the GM’s discretion, a Horde can Dodge or Parry attacks just\nas a single creature does, representing the attacker still killing or wounding\nindividual members of the Horde but not enough to affect overall\nMagnitude. A Horde’s melee weapons are immune to being shattered by a\nweapon with Power Field quality (see page 143) when Parried (this is an\nabstraction—in fact, the Horde’s weapons are being destroyed, but there\nare plenty more where those came from). Multiple enemies attacking the\nsame Horde do not gain the benefits of Ganging Up (see page 248).”\nDamaging a Horde (page 359): The sentence “Weapons\nthat inflict Explosive Damage (X) gain a bonus against Hordes, and\ncount as having inflicted one additional Hit” should be changed\nto “Weapons that inflict Explosive Damage (X) gain a bonus against\nHordes, and count as having inflicted one additional Hit per Attack\nafter all other Hits have been applied.”\nDamaging a Horde (page 359): Add the following sub-\nsection at the end of the description: “Hordes do not suffer from\nFear in the same way a single person would. Instead a Horde gains a\nbonus to its Willpower Tests to resist effects of Fear equal to its current\nMagnitude, and suffers appropriate penalties listed in Table 9-6: Fear\nTest Difficulties (see page 277). If the Horde fails its Willpower Test\nto resist effects of Fear it breaks and flees at its highest move value.\nHordes composed of enemies with the Fearless Talent, Blood Soaked\nTide Trait, Fear Trait, or Tyranid Trait are immune to Fear.”\nFlame Weapons (page 360): Add the following sentence\nat the end of the description: “A Horde cannot be set on fire and\ndoes not suffer the lingering effects of fire (see page 260); instead\nany damage and effects of fire are assumed to be included in the\nMagnitude damage.”\nHordes Attacking, Ranged (page 360): Add the following\nsentence at the end of the description: “Generally, the ranged\nattacks of a Horde may not be Dodged—this represents the Horde’s\nsheer volume of firepower. At the GM’s discretion, he may choose to\nallow certain ranged attacks from a Horde to be Dodged as normal.\nFor example, a Horde of Chaos Heretics may possess a single missile\nlauncher amongst their number. Since the entire horde is not firing\nmissiles (they are instead firing autopistols), the missile launcher does\nnot benefit from the Horde’s abilities regarding ranged attacks, and\ntherefore receives no bonus damage and may be Dodged normally.”\nDaemon Prince (page 362): Change the Trait Daemonic\nto Daemonic (TB 8) as per Trait description (see page 130).\nAdd the following sentence at the end of Aura of Despair and\nDeath section: “Cohesion Damage caused by Aura of Despair and\nDeath does not replace the Willpower Test caused by the Daemon\nPrince’s Fear rating, but is in addition to it.”\nTau Commander (Master) (page 365-366): Add the Two-\nWeapon Wielder (ranged) Talent and the Touched by the Fates\n(2) Trait to the Tau Commander Talents and Traits on page\n365-366. Remove the Dual Shot Talent from this section.\nObjective/Difficulty\nRequisition\nEach Primary Objective\n+15\nEach Secondary Objective\n+10\nEach Tertiary Objective\n+5\nEach Veteran Objective\n+3\nEach Skilled Objective\n+2\nEach Novice Objective\n+1\n\n7\nDeathwatch Living Errata\nTau Battlesuit Weapon Systems: Add the following sub-\nsection to Integrated Systems section: “Tau weapons mounted on\na Battlesuit have the Arm Weapon Mounting upgrade (page 156), but\ndo not suffer the penalty to their range. Tau Battlesuit weapons systems\nare usually mounted along the forearm or in/on the shoulders, and can\nbe fired one-handed without the –20 penalty, in the same manner as\nthe Astartes Power Armour (page 140).”\nTable 13-2: Tau Weapons (page 366): Change “Mounted”\nSpecial ability of Plasma Rifle and Missile Pod to “Arm\nWeapon Mounting (see page 156)”.\nHive Tyrant (Master) (page 369-370): Add the Touched\nby the Fates (2) Trait to Hive Tyrant Traits on page 370.\nPsychic Scream (Psychic Power) (page 370): Add the\nfollowing sentence to the description of the power: “This\ndamage ignores Armour, but not Toughness Bonus.”\nTyranid Warrior (page 370-371): Change Devourer\nweapon entry to (30m; –/–/6; 1d10+6 R; Pen 0; Clip –;\nReload –; Living Ammunition, Storm, Tearing).\nTable 13-3: Tyranid Weapons (page 373): Replace Pen 3\nin the Fleshborer entry with 3.\nTable 13-3: Tyranid Weapons (page 373): Replace the\nstatistics for the Stranglethorn Cannon with the following:\n(80m; S/–/–; 2d10+10 I; Pen 3; Blast (10), Deadly Snare,\nDevastating (2), Living Ammunition, Tearing)\nCHAPTER 14: EXTRACTION\nTable 14-1: Tyranid Encounters (page 385): Total\nScore 31-50’s description should read “A Horde of Termagants\n(Magnitude 20) set up an ambush ahead of the Kill-Team.” Total\nScore 71-110’s description should instead read “1d5 Shrikes\nsweep down from the sky (exterior) or 1d5 Hormagaunt Hordes\n(Magnitude 20) close in for the kill (interior).”\n6: Overturned Land Hauler (page 387-388): The\nsentence “The Guardsmen’s firing line is bout to be attacked by a\nHorde of twenty-three hormagaunts and two Tyranid Warriors –\na mere probing claw of the swarm to come.” should instead read\n“The Guardsmen’s firing line is bout to be attacked by a Horde of\nhormagaunts (the GM should determine the appropriate Magnitude,\nbut it should be at least 20) and two Tyranid Warriors—a mere\nprobing claw of the swarm to come.”\nSander’s Imperial Guardsmen (page 392): Change the\nfirst sentence to read “See page 376 for the game statistics for\nImperial Guardsmen and their officers. The Guardsmen should\ncomprise a Horde of a Magnitude determined by the GM, but no less\nthan 15.”\nRites of Battle\nChapter 1:\nDeathwatch Origins\nTable 1-19: Solo Mode Abilities (page 32): Entry 31-45\nshould read: “This chapter is highly skilled in certain areas of expertise.\nChoose any two skills. At Rank 1, your Chapter may re-roll failed Tests\nwith these skills (once per attempt). At Rank 4, your Chapter gains a\n+10 to all Skill Tests using those skills. At Rank 8, your Chapter gains a\nbonus degree of success on any successful Skill Test using those skills.”\nTable 1-20: Squad Mode Attack Patterns (page 33):\nEntry 46-60 should read: “Tactical Finesse. Action: Full Action,\nCost 3. Sustained: Yes. While this ability is in effect, the Battle-Brother\nand those within Support Range of him may make one Melee or Ranged\nattack as a Half Action (the Ranged Attack may only be made using\nthe single shot rate of fire), and may then make a Half Move as a Free\nAction. A character benefiting from this ability may disengage from an\nopponent in melee without penalty.”\nTable 1-20: Squad Mode Attack Patterns (page 33): Entry\n86-00 should read: “Oath of Vengeance. Action: Reaction, cost 1,\nSustained: No. When any member of the Kill-Team within Support Range\nsuffers Damage, this character receives a +4 bonus to the next Damage\nroll against the attacker. At Rank 5, this ability may be Sustained (the\nDamage bonus is received for as long as the ability is sustained).”\nTable: 1-21: Squad Mode Defensive Stances (page 33):\nEntry 31-45 should change to: “Courage Under Fire. Action: Free\nAction, Cost 1, Sustained: No.”\nSiege Master (page 49): Add the following to the end of Effects:\n“(stationary means the Battle-Brother cannot move or use Dodge.)”\nThe Golden Son (page 50): The last sentence of the\ndescription should read: “If the quad currently has its full normal\namount of Cohesion, the squad gains 1 bonus point of Cohesion\nbeyond the regular maximum instead.”\nChapter 2:\nThe Call of War\nInitiate of Secrets (page 75-76): Forbidden Lore (Dark Angels)\nshould be changed to Forbidden Lore (Adeptus Astartes).\nTable 2-1: Ritual Duel Results (page 77): Entry 5 should\nbe changed to: “When the duel began, you charged your opponent and\noverwhelmed him in a matter of moments. You gain Rival (Dark Angels\nor Space Wolves) and Swift Attack Talents. If you already possess the\nSwift Attack Talent, you gain Lightning Attack Talent instead.”\nCrusade Reinforcement (page 79): Change the Effects of\nthe Deed to: “Talents: You gain the Talented (Forbidden Lore) for\nXenos or Daemons (player’s choice).”\n\n8\nDeathwatch Living Errata\nAcheros Salient: The Spectre of Vanity (page 79-80):\nForbidden Lore (Witches) should be changed to Forbidden\nLore (Psykers), and Hatred (Renegade Marines) should be\nchanged to Hatred (Chaos Space Marines).\nReturn to Duty (page 81): Forbidden Lore (Deathwatch)\nshould be changed to Forbidden Lore (Deathwatch) +10.\nPrice of Victory (page 81): Change the Effects of the\nDeed to: “Gear: The character starts with two Master craftsmanship\ncybernetic implants. These may not be a Servo Arm, Servo Harness,\nMIU, or Auger Array.”\nSecond-in-Command (page 82): The Skills effect should\nread: “You gain Command as a Trained Basic Skill”.\nRight Gear for the Job (page 85): Replace “Best-\ncraftsmanship Astartes Scout Armour” with “Master-craftsmanship\nAstartes Scout Armour”.\nOmnissiah’s Calling (page 85): Change the Effects of\nthe Deed to: “Effects: Apply all of the following to your character:\nTalents: You gain the Talented (Tech-Use) Talent. Bionics: You gain\none Exceptional-craftsmanship bionic implant of choice.”\nDeathwing (page 97): Forbidden Lore (Dark Angels) should\nbe changed to Forbidden Lore (Traitor Legions).\nTable 2-2: Black Shield Advanced (page 101): The cost\nof Awareness should be 200xp.\nEpistolary Wargear (page 116): The entry should read:\n“Deathwatch Epistolaries gain a psychic hood and an Exceptional-\ncraftsmanship force weapon (that replaces the force weapon all\nLibrarians start with) as standard issue wargear (see page 28 in the\nDeathwatch rulebook).”\nDeathwatch Watch Captain Wargear (page 127): The\nentry should be: “Deathwatch Watch Captains gain a chainsword as\nstandard issue wargear (see page 28 in the Deathwatch Rulebook).\nIf he already has a chainsword as standard issue wargear, he gains an\nExceptional-craftsmanship chainsword (that replaces their original\nchainsword) as standard issue wargear instead. Additionally, if the\nWatch Captain has earned the Iron Halo honour (see page 208), he\nalso gains the Iron Halo wargear as a standard issue.”\nChapter 3:\nExpanded Wargear\nHesh-Pattern Bolter (page 134): Change “best Craftsmanship”\nto “Master Craftmanship”.\nAtomizer Cannon (page 137): Add the following sentence\nat the end of the entry: “Because the Toxic Special Quality damage is\nactually caused by radiation rather than by toxins and poisons, creatures\nnormally immune to Toxic Special Quality (such as Tyranids) do not\nreceive this immunity when affected by the Atomizer Cannon.”\nMk.IX Ultra Pattern Sharpshooter’s Rifle (page 141):\nClass should be “Basic” instead of “Heavy”.\nDeathwatch Scout Armour (page 142): Add the following\nsentence to the end of the description: “Deathwatch Scout Armour\ndoes not inflict a penalty to Silent Move and Concealment Skill Tests\nbased on AP (see page 160 in the Deathwatch Rulebook).”\nTable 3-5: Mines, Grenades, and Missiles (page 147):\n“Hopper Mine” should be “Leaper Mine”\nChapter 4: Vehicles\nLand Raider (page 172): The Structural Integrity should\nbe 45.\nLand Speeder Weapons (page 174): The damage for the\nGunner-operated heavy bolter should be 2d10+10 X.\nLand Speeder Storm Weapons (page 175): The damage for\nthe Gunner-operated heavy bolter should be 2d10+10 X.\nRazorback APC Weapons (page 179): The damage for\nthe Twin-linked heavy bolter should be 2d10+10 X.\nThunderhawk Gunship Weapons (page 183): The\ndamage for the Twin-linked heavy bolter should be\n2d10+10 X.\nWarhound Titan Lupus Tempestus (page 186): The\nStructural Integrity should be 100.\nFrequently\nAsked\nQuestions\nQuestion: Does a weapon with Storm generate a maximum\nnumber of hits equal to the ROF of the weapon, or double\nthe ROF?\nAnswer: Double the ROF.\nQuestion: When dodging shots from weapons with Storm, how\nmany shots does each degree of success on a Dodge Test avoid?\nAnswer: In the specific case of Storm weapons, a successful\nDodge Test dodges two shots, plus two additional shots for\nevery degree of success.\nQuestion: Can psychic powers be dodged?\nAnswer: Unless otherwise noted, psychic powers can be\ndodged like any other attack. At the GM’s discretion, certain\npsychic powers that have invisible effects or are otherwise too\nlarge to evade cannot be dodged.", + "category": "errata", + "tags": [ + "correction", + "errata", + "faq", + "supplement" + ], + "aliases": [ + "correction", + "errata", + "faq" + ], + "relatedRules": [ + "Requisition", + "Talent Descriptions", + "Trait Descriptions" + ], + "page": 1, + "pageEnd": 8, + "source": "Errata", + "sourceAbbr": "ERR", + "sourceMethod": "pdf", + "confidence": 0.65, + "midgamePriority": 90 + }, + { + "id": "cr-gm-tables-test-difficulty", + "rule_id": "cr-gm-tables-test-difficulty", + "title": "Test Difficulty", + "summary": "Difficulty modifiers and common test bands.", + "content": "203\nVII: Playing The Game\nsts\nSometimes a Battle-Brother wants to attempt something\nnot covered by a Skill. In such cases, a Characteristic Test\ncan be used instead of a Skill Test. The GM determines the\nmost appropriate Characteristic for the test, then the player\nmakes a percentage roll. If the roll is equal to or less than the\nCharacteristic, the test succeeds. If the roll is greater than the\nCharacteristic, the test fails.\ndegRees of suCCess and failuRe\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nis particularly important with social skills, such as Charm and\nInquiry, as well as certain combat situations, such as firing a\ngun capable of a semi-automatic or fully automatic burst.\nMeasuring Degrees of Success and Failure in a Skill or\nCharacteristic Test is straightforward. After the percentage\nroll is made, compare the roll with the modified Characteristic\nscore. For each full 10 points by which the Characteristic was\nexceeded, one Degree of Success is achieved. Conversely, for\neach 10 full points by which the test failed, one Degree of\nFailure is gained.\nexaMple\nBrother Ulfric is clearing a corridor in a space hulk with his Kill-team.\nSeeing shapes moving in the shadowy distance, he opens fire with his\nstorm bolter, spraying the dark with incandescing bolt rounds. Ulfric’s\nplayer makes a roll against his character’s WS of 45, scoring a 23. This\nbeats his Characteristic by 22 indicating 2 Degrees of Success. Ulfric’s\naccurate fire means the bulk of his rounds smash home into his foes.\nexTended TesTs\nSome tasks are quite complicated and may take extra time to\nfinish. In these cases, the GM may decide that it takes more\nthan one successful Skill Test to complete the task. This is\nknown as an Extended Test. Generally, the Skill in question\ndescribes whether it requires an Extended Test, though the\nGM may adjust the time represented by each test depending\non what is in fact being attempted.\nopposed TesTs\nSometimes a Battle-Brother needs to test himself against an\nopponent. This is known as an Opposed Test. For example, if a\ncharacter needed to hide from an enemy scout, he could test his\nConcealment Skill against the scout’s Awareness Skill.\nIn an Opposed Skill Test, both participants make tests\nnormally. Whoever succeeds at his test wins. If both participants\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nBonus wins. If the result is still a tie, the lowest dice roll wins.\nShould both parties fail, one of two things occurs. Either\nthere is a stalemate and nothing happens or both parties should\nre-roll until there is a clear winner.\nexaMple\nUlfric is trying to force open a bunker door while a group of terrified\ntraitor guardsmen try to hold it closed. The GM decides this is an\nopposed Strength, and so Ulfric’s player rolls against his character’s\nStrength of 41, while the GM roll against the collective guardsmen\nStrength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ncompared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nTesT diffiCulTy\nNot all tests are equal. Setting a melta bomb on a stationary\nbunker and placing the same bomb on a moving battle tank\nwhile under fire may both require Demolition Tests, but the\nlatter is clearly harder than the former. But how much harder\nis one from the other? This is where test difficulty and the roll\nof the GM both come into play.\nIn some cases, the difficulty of a test is pre-determined by\nthe rules; in other cases, the GM should decide the difficulty\nand consult Table 7–3: Test Difficulty, below, to determine\nthe appropriate modifier. The difficulty modifier is applied to\nthe governing Characteristic associated with the test.\nTable 7–1: Skill Tests\nType of Skill\nEffect on Skill Test\nUntrained Basic Skill\nTest at half Characteristic\n(round down)\nUntrained Advanced\nCannot perform a test with\nthis Skill\nTrained Basic or Advanced\nSkill Test at full\nCharacteristic\nMastered Basic or Advanced\nSkill Test at full\nCharacteristic +10 or +20\nTable 7–2: Characteristics Tests\nCharacteristic Example Tests\nWeapon Skill\nMake an attack with a melee weapon.\nBallistic Skill\nMake an attack with a ranged weapon.\nStrength\nBreak down a door, restrain a captive,\npush over a grox.\nToughness\nResist poison or disease, tolerate\ntemperature extremes, stave off hunger,\nresist mutation.\nAgility\nDetermine Initiative, maintain balance\non a narrow surface, navigate treacherous\nterrain.\nIntelligence\nRecall an important detail, identify a\nfamiliar face, solve a puzzle.\nPerception\nNotice a hidden enemy, locate a secret\ndoor, gauge another person’s attitude.\nWillpower\nResist a Psychic Power, torture, or Fear.\nFellowship\nMake a good impression or inspire\nconfidence.\n\n204\nVII : Playing the Game\nexaMple\nCodicier Raeigus is trying to decipher some ancient alien wards on\na tomb wall. Because of the nature of the wards and the age of\nthe writing, the GM decides that this is a Hard (–20) Lore:\nForbidden (Xenos) Test. Normally Raeigus would make this\ntest against his Intelligence of 47, however as this is a Hard test he\nsuffers a –20 penalty to his Characteristic for this test. Therefore to\npass the test he must roll 27 or less.\nassistance\nIn some situations, multiple characters working together have\na better chance of completing the task than if a character\nattempts it alone. With the GM’s permission, a character can\nassist another character who is performing a test. Only the\ncharacter who is actually performing the test rolls dice. Each\ncharacter assisting reduces the difficulty by one step (see\nTable 7–3). If the test succeeds, the character performing the\ntest gains an extra Degree of Success.\nLimits on Assistance\nCharacters can assist each other in most tasks, but there are\nlimits:\n• To give assistance on a Skill Test, a character must have\ntraining in the skill.\n• The assisting character must be adjacent to the character\nperforming the test.\n• Assistance cannot be given for Reactions or Free\nActions.\n• Assistance cannot be given on tests made to resist\ndisease, poison, Fear, or anything else the GM deems\ninappropriate.\n• No more than two characters may attempt to assist\nanother on a single test.\nexaMple\nUlfric is trying to get an ancient transponder to work so that his\nKill-team can call in support. This requires the Tech-use Skill,\nwhich Ulfric has trained in but is not well versed. Brother Tuteros,\na member of the Kill-team, is also on hand, however, and also has\nsome training in Tech-use, enabling him to help Ulfric and improve\ntheir chances of success. The GM declares the normal difficulty for\nthis test is Challenging (+0), but with Tuteros’ Assistance, the test\nbecomes Ordinary (+10). Furthermore, if Ulfric succeeds at the test,\nhe automatically gains an extra Degree of Success.\nThe Role of\nFate\nS\npace Marines are unusual people, individuals with\nabilities, backgrounds, and experiences well beyond\nthose of ordinary citizens of the Imperium. More than\nanything, the role of Fate in a Battle-Brother’s life is what\nseparates him from the masses. All characters begin play with\na number of Fate Points, which are determined at character\ncreation. For some, these Fate Points represent destiny, a sign\nthat the Emperor has marked them for greatness. For others,\nFate represents simple luck.\nts\nFate Points allow a Battle-Brother to manipulate situations\nby mitigating bad results or turning a mishap into fortune.\nAmong other things, this allows players to take more risks,\nwhich makes the game faster and far more exciting. A Battle-\nBrother has a limited pool of Fate Points, and when a Fate\nPoint is spent, that pool is reduced by one. Spent Fate Points\nare restored at the beginning of the next gaming session, or\npossibly under special circumstances in the middle of a game\nsession that the GM deems appropriate. A Fate Point can be\nused at any time, either on the character’s own Turn or in\nreaction to the action of another character. Spending a Fate\nPoint is a Free Action.\nSpending one Fate Point allows a Space Marine to do one\nof the following:\n• Re-roll a failed test once. The results of the re-roll are\nfinal.\n• Gain a +10 bonus to a test. This must be chosen before\ndice are rolled.\n• Add an extra Degree of Success to a test. This may be\nchosen after dice are rolled.\n• Count as having rolled a 10 for Initiative.\n• Instantly remove 1d10 Damage (this cannot affect\nCritical Damage).\n• Instantly recover from being Stunned.\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nTable 7–3: Test Difficulty\nDifficulty\nTest Modifier\nTrivial\n+60\nElementary\n+50\nSimple\n+40\nEasy\n+30\nRoutine\n+20\nOrdinary\n+10\nChallenging\n+0\nDifficult\n–10\nHard\n–20\nVery Hard\n–30\nArduous\n–40\nPunishing\n–50\nHellish\n–60", + "category": "gm_tables", + "tags": [ + "challenging", + "difficulty", + "gm_tables", + "modifier", + "ordinary" + ], + "aliases": [ + "challenging", + "difficulty", + "modifier", + "ordinary" + ], + "relatedRules": [ + "Skill Tests" + ], + "page": 204, + "pageEnd": 205, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 90 + }, + { + "id": "cr-psychic-psychic-powers", + "rule_id": "cr-psychic-psychic-powers", + "title": "Psychic Powers", + "summary": "Focus Power tests, Psy Rating, fettered/unfettered/push rules, and power use.", + "content": "184\nVI : Psychic Powers\ncodex librarians\nEach Chapter selects its Librarians in its own way, either from\nseed worlds, as it does with the bulk of its Battle-Brother\ninitiates, or from the ranks of gifted psykers brought to the\nScholastica Psykana. Most Chapters train and test chosen\npsykers following the ancient ways laid out in the Codex\nAstartes. Librarians of the Ultramarines, Blood Angels, Dark\nAngels, and Storm Wardens are all trained in this way, and,\nwith few minor traditional variances, have been taught to live\nby the word of the Codex. There are, however, a few notable\nChapters that do not follow the Codex Astartes and its laws\nregarding the treatment and control of psykers.\nbLack TemPLars\nDeeply religious and reverent of the Emperor, the Black\nTemplars are zealots with a deep and abiding hatred of the\nwitch. Such is their disdain of those with psychic powers that\nthey count no Librarians among their number lest they foul the\nChapter’s pristine gene-seed. The tasks of the Librarian, such\nas record keeping and the study of lore, are divided among\nscholarly Battle-Brothers within the Black Templars. Often an\nindividual Space Marine or Chapter Master will be responsible\nfor maintaining a record of his own deeds—inscribing them on\nhis armour so that nobody may doubt his courage or lineage.\nsPace woLves\nThere are few things that are ‘standard’ about the sons of\nLeman Russ, and so it is no surprise that they treat their psykers\ndifferently to the rest of the Adeptus Astartes. The Space\nWolves do not have Librarians or even a Librarium, scorning\nsuch dusty and lifeless collections of knowledge. Instead they\nadhere to the ancient Fenrisian traditions of their ancestors,\nand those with psychic gifts become Rune Priests—skalds and\nstorytellers who keep the Chapter’s practices and history alive\nthrough millennia-old oral tradition. While Rune Priests use\ntheir own powers and train in their own way, they function in\nmuch the same way as other Space Marine Librarians, tapping\ninto the Warp and drawing forth power to create effects and\nshape reality.\nPsychic Powers\nin Deathwatch\nPsychic powers are the physical manifestation of a psyker’s\nabilities, and mark him as distinct from any other kind of\ncharacter. In Deathwatch, Psychic Powers are the purview\nof Librarian characters and unique to those members of the\nKill-team with psychic ability. However, during the course\nof their adventures, Battle-Brothers may encounter numerous\nfoes with Psychic Powers and abilities. In both cases, the GM\nand the players can use the rules presented here to represent\na psyker’s deadly effects.\nPsy ratings\nPsy Rating (PR) is a raw measure of a psyker’s power and his\nability to draw power from the Warp. The higher a psyker’s\nPR, the more powerful he will be. PR usually ranges between\n1 (a fledgling Sanctioned Psyker) to 10 (an ancient Chief\nLibrarian or fearsome Xenos Witch), though in some special\ncases it may go higher. PR is used to determine the strength\nof all Psychic Powers, such as their area of effect, range or\ndamage. To have any access to Psychic Powers, a character\nmust have a PR of at least 1.\nA Librarian starts with a Psy Rating of 3. Unlike other\ncharacteristics, however, Psy Rating is increased by spending\nExperience Points in a similar manner to gaining Talents. This\nrepresents the Librarian’s training and natural potential (see\nChapter II: Specialities).\nLibrarian TiTLes\nanD sPeciaLiTy ranks\nA Librarian’s title within his Chapter is usually not just\na measure of his raw psychic power. This is especially\ntrue for PC Librarians who have been chosen for\nthe Deathwatch because of their unique abilities and\npotential rather than their title. In game terms, this\nmeans that most player Librarians will be Lexicanums,\nregardless of their Speciality Rank or Psy Rating. The\nhigher ranks are reserved for those more closely tied\nto their Chapter’s command structure. At the GM’s\ndiscretion, however, PC Librarians may attain (or\ncome from) higher ranks, but with such powerful titles\nalways comes much greater responsibility...\n\n185\nVI: Psychic Powers\nusinG Psychic Powers\nWhen a psyker, such as a Librarian, wishes to use a psychic\nability he must first choose how much power he is pouring\ninto the ability. Then he must make a Focus Power Test (a\nWillpower Test modified by the level of power) to see if it\nmanifests. Finally, if the test is successful, the power will take\neffect. Depending on how much energy the psyker used,\nthere may also be unforeseen consequences. The step-by-step\nprocess for using a Psychic Power is described below.\n• Choose the Power Level (Fettered, Unfettered or\nPush): The power level at which the psyker uses his\npower (reflecting how deeply he is drawing from the\nWarp) influences the likelihood of the psyker successfully\nmanifesting the power, and also determines whether\nthere are any unwanted side effects such as Psychic\nPhenomena.\n• Make a Focus Power Test: This is a Willpower Test, the\ndifficulty of which depends on the power level chosen. In\nsome cases, the target may Oppose this test (see page 203\nfor Opposed Tests). Whether or not a Focus Power Test\nis an Opposed Test is noted in the power description.\n• Apply the Effects: Depending on the psyker’s final Psy\nRating (as determined by the power level he has chosen),\nthe power will have variable effects such as increased\nrange, area of effect or damage. Depending on the factors\ndescribed above, the power may also generate Psychic\nPhenomena or even Perils of the Warp.\nl\nWhenever a psyker uses a power, he is drawing energy from\nthe Warp and channelling it into physical effects. However,\nopening such a conduit to the Warp is always dangerous, and\nthe psyker incurs a chance of causing disturbances in the Warp\nthat can have undesired side effects. In extreme cases, these\ndisturbances may even lead to the opening an uncontrolled\nrift between reality and warp space with potentially fatal\nconsequences. By minimising the amount of power he draws,\na psyker can reduce or eliminate the chance of side effects\nsuch as Psychic Phenomena or Perils of the Warp (see pages\n187-188). Equally, he can draw deeper from the well of the\nWarp to boost his powers beyond his normal capabilities.\nOf course, such power always comes with a greater risk of\nunleashing unintended effects or even summoning unwanted\nvisitors from the beyond.\nWhen a psyker uses a power, he has a choice of using it at\nthree different levels:\n• Fettered: The psyker holds back his full power and\ncarefully channels energy from the Warp, hopefully using\njust enough to manifest the psychic power but not enough\nto trigger unnatural or dangerous effects. When a psyker\nuses a power at the Fettered level, he must make a Focus\nPower Test as normal (see below) to manifest the power.\nHowever, regardless of the results of the roll, there is no\ndanger of triggering Psychic Phenomena. The limited\npower involved means that the psyker must halve his PR\n(rounding up) when determining the power’s final effects.\n• Unfettered: The psyker puts the full weight of his\nability into the power and embraces the raging powers of\nthe Warp. When a psyker uses a power at the Unfettered\nlevel, he uses his full PR when determining the power’s\nfinal effects, and he must also make a Focus Power Test\nto see if the power manifests. In addition, when making\nhis Focus Power Test, if he rolls a double (both the tens\ndice and the units dice come up with the same number),\nhe will suffer from an unexpected warp event and must\nroll on Table 6–1: Psychic Phenomena. Note that it\nis possible for the psyker to successfully pass his Focus\nPower Test (thus activating his power) and still invoke\nPsychic Phenomena.\n• Push: The psyker draws deep from the well of the Warp\nand hurls power into his ability in an attempt to manifest\ntruly terrifying and wondrous effects. When using a power\nat the Push level, the psyker throws caution to the wind\nand may add +3 to his Psy Rating when determining the\npower’s final effects. He must make a Focus Power Test.\nHowever, regardless of this test’s result, the psyker will\nautomatically generate a disturbance in the Warp and\nmust roll on Table 6–1: Psychic Phenomena. Finally,\nPushing a power is taxing-if a psyker using this level of\npower rolls a double on the Focus Power Test, he suffers\na level of Fatigue from the effort.\nexamPLe\nBrother-Librarian Varis is using his Smite power on a particularly\nunlucky Ork. Because he wishes to make sure that the foul creature is\ndestroyed, he chooses to Push the power, adding +3 (his WP Bonus)\nto his PR of 4. He makes a Focus Power Test (an Ordinary (+10)\nWillpower Test) to manifest the power, he works out the power’s\neffects (such as range and damage) using his adjusted PR of 7.\nBecause he is using the Push power level, he will also have to roll on\nTable 6–1: Psychic Phenomena to determine what manner\nof warp disturbances his brutal slaying of the Ork has conjured.\nt\nA Focus Power test is a Willpower Test that determines\nwhether a functions successful. The amount of time it takes\nto make this test is determined by the power being used and\nmay be a Free Action, Half Action, Full Action or Reaction.\nIn most cases, passing a Focus Power Test simply means that\nthe power has manifested, while failing the test means that it\nhas not. However, degrees of success or failure may also play\na part depending on the type and nature of the power being\nused. Many powers also indicate an Opposed Willpower Test,\nespecially when used against an unwilling foe. In these cases,\nthe Opposed Test is also the Focus Power Test, and even\nif the psyker scores better than his opponent but does not\nroll under his Willpower, the power will still fail. You may\nadd a bonus to your Focus Power Test equal to 5 times the\nPsy Rating used for the power. A Focus Power roll of 91-00\nalways fails.\n\n186\nVI : Psychic Powers\nexamPLe\nBrother-Librarian Varis has turned his attention to the rest of the\nOrk’s warband and decides to rend the flesh from their bones and\nsend them screaming into the Warp by summoning up a Vortex of\nDoom. He chooses to use the power at the Unfettered level, and so\nuses his PR of 4 to determine its effects. Varis must then make a\nChallenging (+0) Willpower Test to manifest the power, as\nhe is using it Unfettered.\nsusTaininG Psychic Powers\nSome Psychic Powers can be sustained beyond a single round\nas noted in their description. A psyker may sustain such powers\nwithout the need to make further rolls. However, he must use\na Half Action each turn to maintain concentration. Should the\npsyker be unable to expend a Half Action, fall unconscious,\ndie or otherwise be unable to maintain the power, it will end.\nIt is also possible (but taxing) for a psyker to sustain\nmultiple powers at once. Such a feat still only requires the\npsyker to expend a Half Action each turn. However, each\nadditional power reduces each power’s PR and thus their\noverall effectiveness. Maintaining two powers at the same\ntime reduces the effective Psy Rating of both powers by 2.\nMaintaining three powers reduces the Psy Rating of all powers\nby 3, and so on. If the Psy Rating of a given power drops to 0,\nit is no longer maintainable and ends.\nIf a character suffers Psychic Phenomena while maintaining\nmultiple active powers, the additional energy he is channelling\nis likely to go out of control or otherwise worsen matters,\nadding +10 to the result rolled on Table 6–1: Psychic\nPhenomena for each power he has active.\ncumuLaTive effecTs\nModifiers, characteristic bonuses, and other benefits generated\nby psychic powers do not stack—only the highest applies.\nt\nUnless noted in its description, a Psychic Power that directly\ntargets an individual or thing requires a psyker to have line\nof sight towards (or otherwise be ‘aware’ of ) the target. The\ntarget must also be within the power’s stated range.\noPPoseD TesTs anD muLTiPLe TarGeTs\nWhen a Psychic Power is being used against multiple targets,\neach target may make an Opposed Test against the power’s\neffects. Roll once for the psyker. All those opposing him must\nindividually test against this single result. For simplicity’s\nsake, when there are large numbers of similar minor NPCs,\nit may be more convenient to roll once for all these NPCs to\nspeed things up.\nDeTecTinG Psychic Powers\nPsykers are attuned to the Warp, including the currents\nand eddies caused by other psykers dipping into the flow\nof the Immaterium. When psychic powers are in effect in a\npsyker’s presence, he can make a Psyniscience test in order\nto determine their source (see page 103 for details on the\nPsyniscience skill and its uses).\nPerils of the\nWarp\nW\nhen a psyker reaches deeper into the Warp to\npower his abilities, there is always the chance\nof the Empyrean bleeding into reality, a factor\nthat is invariably destructive and damaging. Sometimes this\nmanifestation of the Warp is unique to the psyker, but in\ngeneral it is as unpredictable as the Warp itself. Some effects\ncan include a dramatic drop in temperature, ghostly voices,\nfeelings of unease, or nearby vegetation shrivelling and dying.\nIn very rare instances, full-scale warp breaches with the direst\nof consequences can occur.\nWhen a psyker uses his power at the Unfettered level or\nPush level, he risks generating such a disturbance in the Warp.\nAny Unfettered Focus Power test that results in a double on\nthe dice, or any power used at the Push level, means that\nthe psyker must roll on Table 6–1: Psychic Phenomena.\nParticularly high rolls on this table can result in the psyker\nhaving to roll on Table 6–2: Perils of the Warp.\nunnaTuraL characTerisTics\nanD Psychic Powers\nCreatures and Characters with Unnatural Willpower can\nmake for shockingly powerful psykers. Characters with\nUnnatural Willpower may add the multiplier to their\nPsy Rating and any successes on opposed tests as part\nof psychic powers (both to enact and resist them).\n\n187\nVI: Psychic Powers\nTable 6–1: Psychic Phenomena\nd100 Roll\nEffect\n01-03\nDark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05\nWarp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08\nUnholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20\nMemory Worm: All people within line of sight of the psyker forget something trivial.\n21–23\nSpoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32\nDistorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41\nUnnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\npsyker must make a Routine (+10) Agility Test or be knocked down.\n51–53\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\n54–56\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\nfor a few brief moments. Everyone within this area must test against Fear (1).\n57–59\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\ninto the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\n60–62\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\ncreature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\n63–65\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\n66–68\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\nthe psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\n69–71\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\n72–74\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\nexception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\n75+\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\nthe Warp.\n\n188\nVI : Psychic Powers\nTable 6–2: Perils of the Warp\nd100 Roll Effect\n01-05\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\nmust make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\n06-09\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\n10–13\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\n14–18\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n(See page 261 for rules on Falling Damage).\n19–24\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n1 hour and gains 5 Corruption Points.\n25–30\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\nstate. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\n31–38\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\nRounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\n39–46\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\ntargets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\n47–55\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\nshocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\n56–58\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\n59–67\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\nrendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\n68–72\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\n73–78\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\nmetres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\n79–82\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\nmetres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\n83–86\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\n87–90\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\nalternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\nand Untouchables suffer half the damage rolled.\n91–99\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\nexistence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\n00\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\nto be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\n\n189\nVI: Psychic Powers\nPsychic Powers\nThe power of a psyker is darkness, fire, and death, given life and\npurpose to rend souls and break minds.\n–First line of the Litany of Lies and Truths\nP\nsychic powers work in much the same way as Talents\nor Skills and allow a psyker character to manifest\neffects and abilities. Librarians are battle psykers and\ndo not study subtle trickery or a range of minor powers as the\npsykers of the Scholastica Psykana might, but rather focus\non turning their talents to the mastery of powerful attacks or\npotent defences. As a result, they often only learn a handful of\npowers, each of which would be far beyond the stamina and\nskill of a normal human psyker to master. All Librarians do,\nhowever, have access to Telepathy and Divination, two of the\nmost ‘commonly’ used psychic abilities.\nPsychic powers are divided into four major disciplines:\nTeLePaThy DisciPLine\nTelepathy is the ability to communicate over long distances\ndirectly into the minds of others. It is a vital part of a\nLibrarian’s role within his Chapter as it allows him to\nmaintain lines of command and relay orders instantly across a\nbattle-zone. Telepathy also allows a psyker to read thoughts\nand intentions and steal secrets from the minds of others. At\nhigher levels this can lead to its use as a weapon, breaking a\nperson’s psyche or even changing the way he thinks entirely.\nDivinaTion DisciPLine\nMany psykers are gifted with the ability to see into the future\nor divine the effects of actions before they are undertaken.\nLibrarians study the discipline of divination so that they\nmight better guide their Battle-Brothers in combat or to\nread and understand the Emperor’s Tarot, allowing them to\nfathom the meaning of sweeping events. Divination allows a\npsyker to discover hidden truths and grant his allies additional\nprotection by glimpsing into the near future.\ncoDex DisciPLine\nOver the millennia the Adeptus Astartes Chapters have\ndeveloped and refined the role of the Librarian. Unimaginable\namounts of lore have been added to their Librariums, and\nextensive study has been made concerning the use of a\nLibrarian’s power. When a Librarian is first inducted into the\norder, these are the powers that he will learn. The Codex\nDiscipline is all about battle and smashing foes or protecting\nallies, and it counts among its teachings some of the most\npotent powers known to the Imperium.\nchaPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nLibrarians past, so too do many Chapters develop their own\nforms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\nhave learnt to shape powerful and terrible effects for their\nLibrarians to wield. Chapter Disciplines are only available to\nLibrarians of the Chapter they represent, reflecting both their\nunique training and Primarch-given gifts of blood and spirit.\nGaininG Psychic Powers\nAs a Librarian advances in Rank, he can spend Experience\nPoints to acquire Psychic Powers in the same manner as\nhe might acquire new Talents. The number of powers the\ncharacter may acquire at each Rank is detailed on the Librarian\nAdvancement Table in Chapter II: Specialities.\nA Librarian character may choose powers from the\nTelepathy, Divination, and Codex Disciplines, as well as from\nthe Chapter Discipline of his own Chapter without restriction,\nprovided he meets the power’s prerequisites.\nt\nEach Psychic Power is presented using the following format:\nName: The power’s name.\nAction: The Focus Power Action (see page 239) required\nto active the power. This is usually a Free Action, Half Action,\nFull Action, Reaction or an Extended Action. In the case\nof Extended Actions, the number of Full Actions required\nto activate the power is indicated by a number in brackets\n(details on Extended Actions can be found on page 236).\nOpposed: This states whether or not the power’s Focus\nPower Test (see page 185) is Opposed by those targeted by\nits effects. Unless stated otherwise, such Opposed Tests are\nalways made using the target’s Willpower. Unless otherwise\nnoted, a target that wins an Opposed Test against the psyker\nis completely unaffected by the power.\nRange: The range at which the power can be used is\nusually expressed in metres or kilometres multiplied by the\nPR at which the power was used. If the range is a radius, this\nis always measured with the psyker at its centre. Radius is also\nconsidered a sphere around the psyker and so will extend up\nand down as well as out.\nSustained: This states whether or not the power can be\nsustained (see page 186). Powers that cannot be sustained will\nlast only an instant, occurring during the psyker’s turn.\nDescription: This details the power’s game effects,\nincluding any variable effects that the psyker’s Psy Rating has\non the power’s final strength. Whenever a power’s description\nrefers to the Librarian or Psyker’s PR, it means the PR at\nwhich he manifests the power (including modifiers for\nFettered, Unfettered, and Push) and not his base PR.", + "category": "psychic", + "tags": [ + "focus power", + "psy rating", + "psychic" + ], + "aliases": [ + "focus power", + "psy rating", + "psychic" + ], + "relatedRules": [ + "Perils of the Warp", + "Psychic Phenomena" + ], + "page": 185, + "pageEnd": 190, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 90 + }, + { + "id": "cr-squad-mode-squad-mode-abilities", + "rule_id": "cr-squad-mode-squad-mode-abilities", + "title": "Squad Mode Abilities", + "summary": "Activating, sustaining, joining, and using Squad Mode abilities.", + "content": "219\nVII: Playing The Game\nSquad Mode\nAbilities\n“With me, Brothers! Let us show them the wrath of the Angels of Death!”\n–Captain Aphael of the Blood Angels\nW\nhile a lone Space Marine is a force to be reckoned\nwith, a squad of Space Marines is an almost peerless\nmilitary force and a true horror on the battlefield for\nthe foes of the Emperor. By any measure, the Adeptus Astartes\nrank as the Imperium’s finest fighting arm and easily the equal\nof any xenos, Chaos, or heretic foe. While this superiority is in\npart the result of their genetic heritage, potent arms and armour,\nand indomitable will, it is also due largely to their training and\ncombat tactics. The bond between Battle-Brothers, combined\nwith a constant training regime, hones a Kill-team’s skills to a\nrazor’s edge and makes them capable of preternatural combat\nfeats. A Space Marine lives and dies by the strength of his\nBattle-Brothers.\nSquad Mode abilities represent specialised Kill-team training\nand the superior skill at arms that all Space Marines possess. These\nare the abilities and special actions that truly allow the player’s\nKill-team to shine on the field of battle and enjoy a significant\nsuperiority over their foes. More than their thick power armour\nor the devastating effectiveness of their weapons, Squad Mode\nabilities allow a Kill-team to perform specialised combat actions,\ncoordinated attacks, and cooperative defences in ways unavailable\nto lesser warriors. Most typically Squad Mode abilities grant\naccess to free actions for the Kill-team, so that when one of the\nmembers of squad triggers a Squad Mode ability, other members\nof the squad may benefit from it, be it either with free movement,\nadditional attacks, or combinations of the two.\nSquad Mode abilities are divided into two categories: Attack\nPatterns and Defensive Stances. These are also further divided\ninto Codex abilities and Chapter abilities. As with Solo Mode\nabilities, some abilities are available to all Battle-Brothers, while\nother are Chapter-specific and may only be used by members of\nthat Chapter.\nSquad Mode abilities are presented in the following way:\nTitle: The name of the ability.\nAction: The Action required to use the ability; either a Free\nAction, Half Action, Full Action, or Reaction.\nCost: The ability’s cost in Cohesion. The Battle-Brother must\npay this cost from his Kill-team’s pool of Cohesion points to\nactivate the ability during the course of the a Mission. However\nthis cost need only be paid once per Mission.\nSustained: This indicates whether or not the ability can be\nsustained (see page 220)\nEffects: A detailed description of how the ability works in\ngame, including how the Battle-Brother and his Kill-team can\nactivate and benefit from it.\nImprovement: Most abilities improve as the Battle-Brother’s\nRank increases. This section describes how increases in Rank\nenhance the ability and boost its effects. Rank is based on the\nBattle-Brother which uses the Squad Mode action.\ns\nSquad Mode abilities are gained as a result of the Kill-team’s\nchoice of squad leader (see page 228). Depending on the\nsquad leader’s Speciality and Chapter, he will have access to\na different selection of abilities which his Kill-team may then\nuse during the course of the Mission. Part of preparing for a\nMission is choosing a leader that will provide the most useful\nset of abilities for the Kill-team and their current objectives.\nusing squad Mode abiliTies\nSquad Mode abilities function just like other Actions and can\nbe activated by a Battle-Brother in his Turn. There is no test\nto active these abilities; however the Battle-Brother must spend\nthe required amount of Cohesion (as indicated by the ability)\nand he must be in Squad Mode. He only needs spend this\ncost once, however, and once an ability has been activated, it\nremains so for the remainder of the Mission (if the ability is\nSustained) or for the duration of a single combat (if the ability\nis not Sustained) and may be used by either him or any other\nmembers of his Kill-team in Squad Mode.\nBoth the Battle-Brother using the action and any other\nmembers of his Kill-team within his Support Range may then\nbenefit from the effects of the Squad Mode ability. Full details\non the effects of each Squad Mode ability can be found in the\nindividual ability descriptions below.\nexaMple\nIn his Turn, Andrew’s character Palarius uses the Squad Advance\nSquad Mode Action. Squad Advance costs 1 point of Cohesion to\nactivate, which Palarius spends from his Kill-team’s Cohesion pool.\nBoth Jim and Damien’s characters are also in Squad Mode and in\nhis Support Range. Jim decides that he wants his character to join the\nSquad Advance and so is affected by the ability. Damien however is\nhappy where his character is and decides not to use its effects.\nusing ChapTeR speCifiC abiliTies\nSome Squad Mode abilities are Chapter specific, available only\nto Battle-Brothers of the indicated Chapter and only useable\nby them. In addition, such is the nature of these abilities that\nwhen they are used only Battle-Brothers of the same Chapter\nas the Chapter ability may benefit from their effects, while all\nother members of the Kill-team will be unaffected regardless\nof their Mode or if they are in Support Range.\nsquad aCTions\nMany Squad Mode abilities allow Battle-Brothers to take\nActions outside of their normal Turn, such as moving,\nshooting, or making close combat attacks. In all these cases, if\na Battle-Brother takes a Squad Mode Action or benefits from\none taken by another member of his Kill-team, he cannot\nbenefit or take another Squad Mode Action until at least the\nstart of his next Turn. Unless otherwise stated, all benefits of\nSquad Mode Abilities are Squad Actions.\n\n220\nVII : Playing the Game\nexaMple\nAndrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nbreak cover and charge at the enemy. Later in the Round, the other\nmember of the Kill-team, still in cover, uses the Fire Support Squad\nMode ability to give Palarius and his Battle-Brothers cover. Even\nthough they are still in Support Range, neither Palarius nor the\nBattle-Brothers who joined him in his Bolter Assault can benefit\nfrom this ability.\nsusTaining squad Mode abiliTies\nMany Squad Mode abilities can be maintained indefinably\nprovided that the Battle-Brother remains in Squad Mode. This\nis indicated in each ability’s description under the Sustained\nheading. To sustain an ability the Battle-Brother simply declares\nhe is sustaining the ability and then may keep it active from Round\nto Round provided he is in Squad Mode and does not active any\nnew Squad Mode abilities. The Battle-Brother may choose to stop\nsustaining an ability (possibly to active a new Squad Mode ability)\nas a Free Action at the start of any of his Turns.\nA Battle-Brother benefiting from an ability sustained by\nanother Battle-Brother loses its effects should he move out of\nSupport Range or leave Squad Mode.\nexaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\nJoining susTained squad Mode\nabiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\nkeeping TRaCk of squad Mode\nabiliTies\nAs may be apparent, it is possible for a Battle-Brother\nto use numerous Squad Mode abilities during a single\ncombat. Within a single Kill-team there might also be\nseveral Squad Mode abilities being sustained at any\none time, and players may wish to jump from one to\nthe next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\neffects. Players should either make a mark, or place a\nmarker (such as a dice or coin) on their Status Mode\nsheet next to the Squad Mode ability they are using or\nbenefiting from. This mark can then be moved as their\nability changes or removed completely if the sheet is\n‘flipped’ and they return to Solo Mode.\n\n221\nVII: Playing The Game\ns\nAll squads train in ways of working together to bring down\ntheir targets, be it cracking an enemy strongpoint, crossing\nopen ground under fire, or bringing down enemy armour.\nAttack Patterns are Squad Mode abilities that cover these\nmethods of attack and are most suited to aggressive tactics\nand assaults.\ns\nThe following attack patterns are suitable for Space Marines\nfrom any Chapter:\nt\nAction: Free Action\nCost: 3\nSustained: No\nEffects: Space Marines are shock troops and excel at closing\nrapidly with the enemy, annihilating them in a storm of bolter\nfire. When the Battle-Brother calls a Bolter Assault, both he\nand those in Support Range may make an immediate Charge\nMove and a Standard Attack with a bolter, bolt pistol, or storm\nbolter (including variants of these weapons). Alternatively,\nthey may use their Standard Attack to throw a grenade.\nImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and the Kill-team can make Semi Auto Bursts and Full Auto\nBursts instead of a Standard Attack with their bolt weapons.\nct\nAction: Half Action\nCost: 2\nSustained: Yes\nEffects: Working as a single well-oiled machine, the Kill-\nteam can snap off shots at targets as they appear. While this\npower is in effect, the Kill-team may use their Reactions to\nmake a Standard Attack with a ranged weapon.\nImprovement: If the Battle-Brother is Rank 4 or more,\nboth he and the Kill-team can make Semi Auto Bursts and\nFull Auto Bursts instead of a Standard Attack with their\nranged weapons.\nfiRe suppoRT\nAction: Half Action\nCost: 1\nSustained: Yes\nEffects: All combat squads train in concentrating their fire\nand working as a team to achieve fire superiority over their\nfoes. While this ability is in effect, the Kill-team does not\nsuffer the normal –20 to hit when using the Suppressing Fire\nand Overwatch actions (see page 241).\nImprovement: If the Battle-Brother is Rank 3 or more,\ncalling for Fire Support becomes a Free Action.\nfuRious ChaRge\nAction: Free Action\nCost: 3\nSustained: No\nEffects: Often the only way to break a foe is to charge into\ntheir midst and hack them down. Using this ability, the Battle-\nBrother and those in Support Range of him may make an\nimmediate Charge Move and a Standard Attack with a melee\nweapon. In addition, such is the fury of such an attack that all\nBattle-Brothers involved may re-roll Damage for their attacks.\nImprovement: If the Battle-Brother is Rank 5 or more then\nboth he and the Kill-team can make Multiple Attacks instead\nof a Standard Attack with their melee weapons.\nsquad advanCe\nAction: Half Action\nCost: 1\nSustained: Yes\nEffects: Kill-teams move with a deadly precision across the\nbattlefield, covering each other as they advance and crossing\nground swiftly from cover to cover. While this ability is\nin effect, the Kill-team may use their Reactions to make a\nTactical Advance (see page 243).\nImprovement: If the Battle-Brother is Rank 3 or more,\ncalling for a Squad Advance becomes a Free Action.\nTank busTeR\nAction: Free Action\nCost: 1\nSustained: No\nEffects: As small elite infantry squads, Kill-teams are well versed\nin the methods of dealing with large, hardened threats like\narmour and bunkers. When attacking such enemies, the squad\nwill typically use some members to draw fire while the others\ndispatch it with heavy weapons or demo-packs. The Battle-\nBrother may nominate a member of the Kill-team armed with\neither a heavy weapon or an explosive (this could be himself )\nto initiate a Tank Buster manoeuvre as part of an Attack Action\nagainst an armoured vehicle or fortification. For every member of\nthe Kill-team in Support Range, the nominated Battle-Brother\nmay add either +5 to his Ballistic Skill to attack or move 2 metres\ncloser to his target (if he is trying to plant a charge or grenade).\nImprovement: If the Battle-Brother is Rank 4 or more, the\nnominated Battle-Brother may add +10 to his Ballistic Skill\nor move 5 metres closer to his target for every member of the\nKill-team in Support Range.\nTable 7–12: Codex Attack Patterns\nName\nAction\nCost\nSustained\nBolter Assault\nFree\n3\nNo\nFire for Effect\nHalf\n2\nYes\nFire Support\nHalf\n1\nYes\nFurious Charge Free\n3\nNo\nSquad Advance Half\n1\nYes\nTank Buster\nFree\n1\nNo\n\n222\nVII : Playing the Game\ns\nThe following attack patterns are limited to Space Marines of\na particular Chapter.\nholy vengeanCe\nChapter: Black Templars\nAction: Half Action\nCost: 2\nSustained: No\nEffects: The holy fury of the Emperor lives in the hearts of all\nBlack Templars, awaiting the time when it will be unleashed\nupon his foes. Until the start of his next Turn, whenever the\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an\nadditional Standard Attack with that same weapon, against\nthe same foe, as a Free Action. If this blow also hits, then they\nmay make an additional Standard Attack and so on, up to a\ntotal number of extra attacks equal to their Agility Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more,\nsummoning the Holy Vengeance is a Free Action.\nfuRy of sanguinius\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: The Blood Angels possess a fury on the battlefield\nthat can turn them into wild beasts intent only on rending\ntheir foes limb from limb. A Battle-Brother of the Blood\nAngels Chapter may call out to his Primarch Sanguinius to\nstrengthen his arm and fill him with rage against his foes.\nUntil the start of his next Turn, the Battle-Brother and those\nin Support Range of him add +10 to their Weapon Skill,\nStrength, and Toughness, including any corresponding\nincreases in Strength Bonus and Toughness Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more\nthe bonuses to Weapon Skill, Strength, and Toughness are\nincreased to +20.\nsusTained suppRession\nChapter: Dark Angels\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Dark Angels are masters of holding their ground and\nhave a keen understanding of the tactics of overlapping fields\nof fire and kill zones. While this ability is in effect, the Battle-\nBrother and those in Support Range of him may take actions\nnormally while maintaining Overwatch (see page 241), such\nas moving and making attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\ntest to avoid Pinning when caught in a kill zone created by\nhim or those supporting him increases from Hard (–20) to\nVery Hard (–30).\nTooTh and nail\nChapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: The animalistic nature and fighting style of the Space\nWolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\nhim may re-roll all Opposed Tests in grapples, add an additional\n+10 to any bonuses for outnumbering foes in hand-to-hand,\nand add +10 to Dodge and Parry rolls against melee attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to outnumbering and to Dodge rolls increases to +20.\nlighTing sTRike\nChapter: Storm Wardens\nAction: Reaction\nCost: 2\nSustained: No\nEffects: The Storm Wardens know well the doctrine of strike\nfirst, strike fast and practise this both in personal duels and\ntheir squad tactics. A Battle-Brother of the Storm Wardens\nChapter may order a Lightning Strike at the start of any combat\nwhere neither side is Surprised (see page 235). The Battle-\nBrother and those in Support Range of him immediately gain\na Surprise Round just as if they had Surprised their foes.\nImprovement: If the Battle-Brother is Rank 3 or more, in\naddition to gaining a Surprise Round, both he and those\nsupporting him may roll two dice and choose the highest\nwhen determining their Initiative for the following combat.\nlead by exaMple\nChapter: Ultramarines\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Of all the Chapters, the Ultramarines pride themselves\nas among the most loyal and bravest of all the Emperor’s\nchosen, a fact that they like to impress upon their fellow Battle-\nBrothers. While this power is in effect, all Battle-Brothers\nTable 7–13: Chapter Attack Patterns\nChapter\nName\nAction\nCost Sustained\nBlack\nTemplars\nHoly\nVengeance\nHalf\n2\nNo\nBlood\nAngels\nFury of\nSanguinius\nFree\n3\nNo\nDark Angels Sustained\nSuppression\nFree\n2\nYes\nSpace\nWolves\nTooth and\nNail\nFree\n2\nYes\nStorm\nWardens\nLightning\nStrike\nReaction 2\nNo\nUltramarines Lead by\nExample\nFree\n2\nYes\n\n223\nVII: Playing The Game\nwithin Support Range of the Battle-Brother (including the\nBattle-Brother himself ) gain a bonus on all tests equal to the\nBattle-Brother’s Fellowship Bonus. In addition, each Round\nthe Battle-Brother may single out one member of his Kill-team\nand grant that character a re-roll on any one test (this re-roll\nincludes the bonus provided by his Fellowship).\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to tests increases to twice his Fellowship Bonus.\ns\nJust as important as aggressive tactics are defensive unit actions\nto limit exposure to enemy fire, lay down withering suppressing\nfire, and fall back in an orderly fashion to regroup and counter-\nattack. Defensive Stances are Squad Mode abilities which cover\nthese methods of defence and can be used to safeguard the\nwell-being and integrity of the player’s Kill-team.\ns\nThe following defensive stances are suitable for Space Marines\nfrom any Chapter.\ndig in\nAction: Full Action\nCost: 3\nSustained: Yes\nEffects: Against fearsome weapons like plasma cannons\nand meltaguns, even Space Marines will use cover to their\nadvantage. A Battle-Brother may order his squad to Dig In,\nseeking out the most defensible firing positions. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can double the Armour Points provided by any\ncover (see page 246) they are currently using. This bonus to\ncover only applies to each individual Battle-Brother so long\nas they remain stationary.\nImprovement: If the Battle-Brother is Rank 5 or more, both\nhe and those supporting him may move freely. The benefits\nof doubled Armour Points applying to all cover they use for\nthe duration of the ability.\ngo To gRound\nAction: Reaction\nCost: 1\nSustained: No\nEffects: When subjected to heavy, accurate, and effective fire,\na well-trained squad knows to take cover. As a Reaction, the\nBattle-Brother may issue a Go to Ground order when he or\nanother member of his Kill-team within his Support Range has\nbeen hit by a ranged attack. Both the Battle-Brother and those\nin Support Range of him may immediately make a free move\nup to their Agility Bonus in metres to find cover. Note that the\neffects of the hit are worked out before any Battle-Brothers\nmay move. In the case of hits from semi or full auto weapons,\nonly the first hit is worked out before the Battle-Brothers move\nand the remaining hits after they have gone to ground.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nfree move to cover may be up to twice the Battle-Brother’s\nAbility Bonus.\nRegRoup\nAction: Full Action\nCost: 2\nSustained: No\nEffects: A Kill-team stands united and is always stronger\nsupporting each other against their foes. As a Full Action,\nthe Battle-Brother may order a Regroup to allow himself and\nthose in Support Range of him to move up to twice their\nAgility Bonus in any direction, just as if they had made a Full\nMove Action. In addition, Regroup move does not trigger\nenemy Overwatch or Suppression Fire.\nImprovement: If the Battle-Brother is Rank 4 or more, in\naddition to this free movement, Battle-Brothers may reload\nany weapons they are currently carrying, provided doing so\nwould only be a Half Action or a Free Action.\nsoak fiRe\nAction: Reaction\nCost: 2\nSustained: No\nEffects: While a good formation covers all angles of attack,\nit also shields the squad from directed fire. This is especially\ntrue of Space Marines, who use their bulk and armour to shrug\noff hails of bullets, bolts, and beams. A Battle-Brother may use\nthe Soak Fire ability whenever another member of his squad\ncurrently within his Support Range is hit by a Semi or Full\nAuto fire attack and would be eligible to make a Dodge Test to\navoid the attack. These hits are then divided evenly between the\noriginal target, the Battle-Brother, and those supporting him,\nprovided they would normally be eligible targets for the attack.\nRegardless of the number of Battle-Brothers soaking fire, the\noriginal target always takes at least one hit. Note that Battle-\nBrothers soaking fire cannot Dodge attacks allocated to them.\nImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and those supporting him may soak single-attack ranged\nweapons, such as a blast from a lascannon or a sniper’s bullet,\ndividing the Damage evenly between those involved.\nTable 7–14: Codex Defensive Stances\nName\nAction\nCost\nSustained\nDig In\nFull\n3\nYes\nGo to Ground\nReaction\n1\nNo\nRegroup\nFull\n2\nNo\nSoak Fire\nReaction\n2\nNo\nStrongpoint\nFull\n3\nYes\nTactical Spacing Full\n1\nYes\n\n224\nVII : Playing the Game\nsTRongpoinT\nAction: Full Action\nCost: 3\nSustained: Yes\nEffects: Sometimes a Space Marine squad needs to hold\na position at all costs, setting up fields of overlapping fire\nand holding the enemy back with a hail of bolt shells. A\nBattle-Brother can establish a Strongpoint, nominating either\nhimself or a member of his Kill-team within Support Range\nas the Centre of the Strongpoint. The Centre must remain\nstationary for the ability to remain in effect. The Centre may\nthen Call Targets either as a Free Action in his turn or as\na Reaction. Battle-Brothers in Support Range of the Centre\n(including the Centre himself ) then gain a +20 to Ballistic\nSkill and Weapon Skill Tests against a Called Target, may re-\nroll Damage against it, and may use their Reactions to make\nStandard Attacks against it. A target remains marked in this\nway until either the Centre moves (ending the Strongpoint)\nor the Centre marks a new target.\nImprovement: This ability cannot be improved.\nTaCTiCal spaCing\nAction: Full Action\nCost: 1\nSustained: Yes\nEffects: Formation and spacing are an important part of a\nsquad’s function on the battlefield and influence their ability\nto warn each other of danger and defend themselves against\nattack. While this ability is in effect, the Battle-Brother and\nthose in Support Range of him can share their Reactions. For\nexample, one member of the Kill-team could give his Reaction\n(losing it for himself for the turn) to another member of the\nKill-team to use. If the Space Marine has extra reactions (such\nas the bonus reactions granted from the Step Aside Talent),\nthese may also be shared.\nImprovement: If the Battle-Brother is Rank 5 or more, in\naddition to being able to share Reactions within the group,\nall members gain an additional Reaction while this ability is\nin effect.\ns\nThe following defensive stances are limited to Space Marines\nof a particular Chapter.\naRMouR of faiTh\nChapter: Black Templars\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Black Templars are among the most zealous and devoted\nof the Emperor’s chosen, turning aside even the powers of the\nwarp with their faith. A Battle-Brother of the Black Templars\nChapter may cloak himself and those around him in an Armour\nof Faith, usually by chanting prayers to the Emperor or singing\nbattle hymns. While this power is in effect, the Battle-Brother\nand those in Support Range of him add +10 to all tests made\nto resist Psychic Powers and add +4 to their Toughness Bonus\nwhen reducing Damage from physical attacks from creatures\nwith the Daemonic Trait and from Psychic Powers.\nImprovement: If the Battle-Brother is Rank 5 or more, the\nbonus to resistance tests increases to +20 and the bonus to\nToughness Bonus increases to +8.\nfeel no pain\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: Blood Angels often fight on regardless of the damage\ndealt to them. Until the start of his next Turn, the Battle-\nBrother and those in Support Range of him use their training\nand the fiery will of the Blood Angel to ignore their wounds\nand focus on the attack, halving all Damage (round up) after\nreduction for Armour Points and Toughness Bonus. While\nusing this ability, however, such is the Battle-Brothers’ rage\nthat they may not use their Reactions to Parry or Dodge and\nmust use an Action with the Attack subtype (see page 236).\nImprovement: If the Battle-Brother is Rank 5 or more,\nthe restrictions on using Reactions to Parry or Dodge can\nbe ignored.\nTable 7–15: Chapter Defensive Stances\nChapter\nName\nAction Cost\nSustained\nBlack Templars Armour of\nFaith\nFree\n2\nYes\nBlood Angels\nFeel No\nPain\nFree\n3\nNo\nDark Angels\nImmovable\nDefence\nFull\n2\nYes\nSpace Wolves\nPack\nTactics\nFree\n2\nNo\nStorm Wardens Shield and\nSword\nFree\n2\nYes\nUltramarines\nRally Cry\nFree\n0\nNo\n\n225\nVII: Playing The Game\niMMovable defenCe\nChapter: Dark Angels\nAction: Full Action\nCost: 2\nSustained: Yes\nEffects: Stubbornness is a valued trait among the Dark\nAngels, especially in battle where they seldom give ground to\ntheir foes even in the face of overwhelming odds. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him gain a +10 to all Ballistic Skill Tests, a +10 to\nall Dodge Tests, and an additional +4 Armour Points to all\nlocations as long as they remain stationary.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to Ballistic Skill Tests and Dodge Tests is increased\nto +20.\npaCk TaCTiCs\nChapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: No\nEffects: Space Wolves are skilled at baiting an opponent or\ndistracting an enemy at a critical time so that another Space\nWolf can attack unhindered. When a Space Marine attacks a\nsingle target, another Space Marine within support range may\nvoluntarily give up an unused reaction to distract the target.\nIf he does so, the first Space Marine’s melee or ranged attacks\nagainst that target may not be parried or dodged this turn.\nImprovement: If the Battle-Brother is Rank 3 or more,\nMelee attack rolls against the target affected by this ability\ngain a +10 bonus.\nshield and swoRd\nChapter: Storm Wardens\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Many Battle-Brothers of the Storm Wardens Chapter\nfavour storm shields and power swords and train to fight side\nby side with these heavy weapons. The Storm Wardens have\nadapted this tactic to other forms of melee combat. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can Parry attacks directed against those by their\nside (allies within 2 metres). In addition, any time a Battle-\nBrother benefiting from this ability is struck in melee, he may\nuse his Reaction to make a Standard Attack with a melee\nweapon back at the creature that attacked him.\nImprovement: If the Battle-Brother is Rank 5 or more,\nall those affected by this ability gain a +20 bonus to\nParry Tests.\nRally CRy\nChapter: Ultramarines\nAction: Free Action\nCost: 0\nSustained: No\nEffects: Ultramarines are natural leaders and the embodiment\nof the Codex Astartes. In battle their purity and natural\nauthority is a power force, able to rally their fellow Battle-\nBrothers and reinforce their will to fight. When a Battle-\nBrother uses this ability, it instantly restores a number of\nCohesion equal to his Fellowship Bonus. The reverence the\nUltramarines hold for their Primarch and the strength of will\nrequired to make a Rally Cry is such that a Battle-Brother\nmay only use this ability once per game session.\nImprovement: This ability cannot be improved.", + "category": "squad_mode", + "tags": [ + "bolter assault", + "fire support", + "regroup", + "squad_mode", + "tactical spacing" + ], + "aliases": [ + "bolter assault", + "fire support", + "regroup", + "tactical spacing" + ], + "relatedRules": [ + "Cohesion" + ], + "page": 220, + "pageEnd": 226, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 90 + }, + { + "id": "cr-equipment-astartes-power-armour", + "rule_id": "cr-equipment-astartes-power-armour", + "title": "Astartes Power Armour", + "summary": "Power armour protection, subsystems, histories, and critical effects.", + "content": "159\nV: Armoury\nspeciAl issue\nAmmunition\nTactical flexibility is paramount given the unknown situations\nDeathwatch squads are often thrust into. Battle-brothers in\nthe organisation make extensive use of variant bolt rounds\nthat have numerous advantages over even the considerable\npower of standard bolt shells.\nThe cost to Requisition special ammunition listed in\nTable 5–11: Special Issue Ammunition represents one\nclip for any applicable weapon, except Pistols which halve\nthe listed Requisition cost due to their smaller magazine.\nSpecial issue ammunition for Heavy Bolters adds +5 to the\nRequisition total.\nastaRtes baCkpaCk ammo supply\nMany weapons require larger ammunition sources to function\nduring extended battles. A backpack supply fits over the standard\nbackpack power unit on Astartes power armour. For energy\nweapons, the supply is a massive battery or charge-unit. For\nflame and plasma weapons, it consists of volatile fuel tanks or\ncanisters. Other ammunition packs are simply stacks of regular\nrounds with a feeder line that links into the weapon. Backpack\nsupplies hold 100 rounds of ammunition for Plasma, Melta, and\nLas weapons, 250 rounds of ammunition for SP or Bolt weapons,\nand 75 shots for Flame weapons. A weapon connected to a\nbackpack supply uses that supply for its ammunition and ignores\nits normal clip size. Backpack Ammo/Power supplies weigh 40\nkg and are automatically issued with any heavy weapon.\ndRagonfiRe shells\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\ncomparable to a flamer.\nEffects: Decrease the weapon’s Damage by 2. Anyone\nwithin 2 metres of, and including, the target must succeed on\nan Agility Test or catch on fire. The firer may choose to target\nan object or specific area instead of an opponent. In this case\nthe shot is Routine (+20), and everyone in the 2 metre radius\nmust Test to avoid catching fire.\nUsed With: All bolt weapons.\nhellfiRe Rounds\nOriginally designed to combat the Tyranid threat,\nhellfire rounds have a devastating effect on organic\nmatter. Their cores are replaced with vials of\nmutagenic acid that eats through any living material\nwith horrific speed.\nEffects: The weapon ignores Natural Armour\nand may inflict Righteous Fury on any damage die results of\na 9 or 10. In addition, the weapon gains the Tearing Quality\n(if it did not already possess it). When used in a Heavy Bolter,\nit changes the weapon’s ROF to S/–/– and adds the Blast\n(3) Quality. When used against a Horde, Hellfire Rounds add\none additional point of damage to the Horde’s Magnitude\nper hit.\nUsed With: All bolt weapons.\nimplosion shells\nThe result of early experiments with alternative krak\ntechnology, an implosion shell replaces its explosive core\nwith an infinitesimal amount of antimatter; this creates a\nviolently decompressing vacuum when exposed to matter.\nLike the standard bolt shell, these rounds activate via their\nmass-reactive core, meaning they embed partially in their\ntarget before the implosion takes effect. The round’s force\nis therefore not directed at cracking open armour, but to\ncollapsing the unfortunate victim’s body from the inside\nout—enough to debilitate even a Space Marine.\nEffects: In addition to taking normal damage, a target\nwho takes one or more points of Damage (after Armour and\nToughness) from an implosion shell suffers 1d5 points of\nAgility Damage.\nUsed With: All bolt weapons.\nkRaken Rounds\nThe superior propellants in kraken rounds provide\nincreased range without sacrificing armour\npenetration, while their ultra-dense adamantine\ncomposition and improved explosive charge\nprovide a final burst of force for puncturing the\nheaviest armours.\nEffects: The weapon’s Penetration increases to\n8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nmetal stoRm Rounds\nMetal storm rounds are tipped with proximity\ntriggers, causing them to detonate sooner than\nstandard bolt shells and release their payload\nof explosive frag before fully penetrating the\ntarget. When employed in a bolter with a high\nrate of fire, they can decimate groups of lightly\narmoured enemies.\nEffects: The weapon’s Damage and Penetration are each\nreduced by 2, but it gains the Blast (2) Quality.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName\nReq Renown\nAstartes Backpack Ammo Supply\nN/A –\nDragonfire Shells\n28\nRespected\nHellfire Rounds\n25\n–\nImplosion Shells\n27\nRespected\nKraken Rounds\n5\n–\nMetal Storm Rounds\n15\n–\nStalker Rounds\n5\n–\nVengeance Rounds\n25\nFamed\nWitch Bolts\n12\nDistinguished\n\n160\nV : Armoury\nstalkeR Rounds\nStalker rounds were designed for sniping use in\nStalker-pattern boltguns, and that is still where\nthey achieve maximum efficacy. However, they\nmay be used in other bolt weapons to reduce their\nreport. A stalker round’s core is replaced with gas\npropellant and the mass-reactive explosive replaced\nwith solid mercury.\nEffects: Awareness Tests to hear shots made\nwith stalker rounds suffer an additional –30 penalty and\ncan only be attempted at half the normal distance. Reduce\nthe weapon’s Damage by 2. When used in a Stalker-pattern\nBoltgun, this damage penalty does not apply. Additionally\nin such a weapon, no Tests to detect the shot are possible\n(however, depending on the situation, the appropriate\nOpposed Skill Test may be required for the firer himself to\nremain hidden).\nUsed With: All bolt weapons.\nvengeanCe Rounds\nVengeance rounds were originally created to combat the\nAdeptus Astartes’ most bitter foe: Chaos Space Marines.\nDesigned to breach power armour of Space Marine calibre,\nthe core of each round contains a spark of unstable matter\nthat creates a micro-fission explosion upon detonation. Each\ndelicately engineered bolt is supremely effective at thwarting\narmour and eradicating even the most resilient target, but the\ntechnology needed to imbue a bolt shell with such power\ncarries great risks.\nEffects: The weapon gains the Felling (1) Quality, and\nits Penetration increases to 9. Vengeance rounds detonate\nprematurely on an attack roll of 91–100. When this happens,\nthe firer suffers explosive damage equal to the weapon’s\ndamage with a Penetration of 5 to an arm location (the arm\nholding the weapon if it was fired one-handed, or a random\narm if fired with two hands). This automatically causes the\nweapon to Jam, and happens too quickly to avoid the damage\nby dropping the weapon.\nUsed With: All bolt weapons.\nwitCh bolts\nBased on a Black Templars design, these bolts release a\nsmall core of neuro-inhibitors laced with warp-reductive\ncompounds that disrupt a creature’s connection to the warp.\nEffects: In addition to taking normal Damage from the\nweapon, any creature with a Psy Rating who takes Damage\nfrom a witch bolt reduces its Psy Rating by 1 for 1d10\nRounds each time. During this time, the creature may not\nPush its Psychic Strength. Additionally, creatures with Warp\nInstability must immediately make a Willpower Test to check\nfor disruption as described in the Trait.\nUsed With: All bolt weapons.\nArmour\n“Bless this plate, that it may deflect the blade of my enemy and the\nbullets of the unrighteous.”\n–From the Rites of Girding\nI\nn the 41st Millennium mankind faces not just the alien\nmenace, but treachery and war from within. Protective\nmeasures have multiplied and diversified with every threat.\nWhile the Space Marines rely on various forms of their\nsignature power armour, the common Imperial citizen must\nsettle for far less advanced means of defence.\nArmour provides Armour Points (AP) to various locations\non a character’s body. In addition, some kinds of armour have\nspecial properties noted in their description:\nArmour Type: The type of armour it is.\nLocation(s) Covered: What locations the armour covers,\na combination of arms, legs, body, and head. Some armour\ncovers all four locations and is noted as covering “All”.\nAP (Armour Points): How many Armour Points the\narmour provides for the locations covered. Any armour that\nprovides 7 or more APs (including Astartes power armour)\ninflicts a –30 penalty on the wearer’s Concealment and Silent\nMove Tests.\nKg (Kilograms): Represents how much the armour\nweighs. For information on how much a character can carry\nrefer to page 208. Since Space Marines are engineered to\nfunction in their power armour, it never counts against their\ncarrying weight.\nReq (Requisition): The number of Requisition Points\nrequired to acquire the armour from the armoury.\nRenown: The minimum Renown Rank required to\nRequisition the armour.\nAstArtes poWer\nArmour\nAstartes power armour is the high standard against which other\nforms of Imperial protection are measured. The commanding\nsight of the God-Emperor’s warriors in their iconic battle gear\nhas routed more than one enemy force without firing a shot.\nHeavy ceramite plates form the basis for most suits, actuated\nby electrically motivated fibre bundles that replicate the\nmovements of the wearer and enhance his strength. Not only\nare Adeptus Astartes patterns the pinnacle of power armour\ntechnology, but a Space Marine’s unique interface implants\nensure that his armour responds with the speed and precision\nof his own body. Each Battle-Brother is responsible for the\ncare of his own suit of power armour, the components of\nwhich may have served his Chapter for millennia before him.\nAstartes power armour contains many complex sub-systems,\nand it is the synergy of advanced technology with Space Marine\nphysiology that makes a Battle-Brother in power armour so\ndeadly. This combination yields the following effects:\n\n161\nV: Armoury\nCeramite Plating: Provides AP 10 to the Body and AP 8\nto all other Locations.\nEnhanced Strength: Increase the Battle-Brother’s Strength\nby +20. The effect on SB is calculated after the Unnatural\nStrength multiplier.\nAuto-senses: The Space Marine gains the Dark Sight\nTrait, and Heightened Senses (+10 to relevant Tests) for Sight\nand Sound. Input filtering provides immunity to photon flash\ngrenades and stun grenades. Note that these benefits only\napply whilst the Space Marine is wearing his helmet, and the\nbenefits from the Auto-senses stack with the benefits of the\nSpace Marine’s Lyman’s Ear and Occulobe implants (meaning\nthat Space Marines have a +20 to Sight- and Sound-based\nAwareness Tests). Additionally, the Auto-Senses make the\nCalled Shot Action (see page 238) into a Half Action.\nOsmotic Gill Life Sustainer: With the helmet on, the\narmour is environmentally sealed and can maintain an adequate\noxygen supply as long as the unit is powered.\nBio-monitor and Injectors: If the internal cogitator\ndetects a problem with the wearer’s bio-signs, it can administer\npain suppressors, combat stimms, and anti-toxins. This provides\nthe following benefits:\n• +10 to Tests resisting the Toxic Quality and similar\npoison effects.\n• The pain suppressor reservoir has a total of 6 doses,\neach of which can be used to ignore Critical Effects\nfor 1d10 rounds. The doses may be used in succession\nor staggered.\n• If the wearer is Stunned, the effect lasts a maximum of one\nRound before the bio-monitor detects and negates it.\nVox Link: Serves as a\nstandard vox and a channel\nfor any more sophisticated\ndata transmissions the suit\nor its wearer can access.\nThe bio-monitor feed also\ntransmits through this link,\npermitting a squad to view\neach others’ vitals.\nMagnetized\nBoot\nSoles: Can be activated to provide the equivalent of\nMagboots.\nNutrient Recycling: Filters in the armour capture and\npurify body waste, re-constituting it into a nutrient solution that\nis intravenously returned to the body. This can sustain a Battle-\nBrother for long periods of time, but not indefinitely. For every\ntwo weeks that no other source of nutrition is ingested, make\na Toughness Test or suffer one level of Fatigue until nutrition\nis consumed. The Difficulty of this test increases one step for\nevery two weeks that passes without food or Preomnor-derived\nsustenance.\nRecoil Suppression: Provides the ability to fire Basic\nweapons one-handed. Ranged weapons not classed as Pistols\nstill may not be used in Close Combat.\nGiant Among Men: A Space Marine in power armour\nis Hulking. This increases his Base Movement by 1;\nhowever, the grace afforded by his Black Carapace negates\nthe modifier enemies would otherwise have to attack him.\nSee page 134 for the full effects of Size. He still suffers the\nusual penalties to Concealment and Silent Move for being\nheavily armoured.\noor Manual Dexterity: While protective, armoured gloves\nare not ideal for fine manipulation. Delicate tasks suffer a –10\npenalty unless using equipment designed for Space Marines.\nSimilarly, ranged weapons other than those of Astartes design\nare too small for an armoured Battle-Brother to wield at all.\nAssuming power armour is a sacred ritual, honouring the\nmachine spirit’s history of valiant deeds and praying for its\nboons in the battles to come. It takes 20 minutes to remove\nor don power armour un-aided, but never less than 5 minutes\nno matter the amount of assistance as the proper rites must\nbe observed.\npoweR aRmouR histoRy\nEvery suit of power armour is unique, worn in different battles\nand often comprised of remnants from other suits with their\nown service records. It is no surprise that the machine spirits\nof power armour develop their own personalities over time.\nRoll 1d10 on the Power Armour History chart to determine\na suit’s character. The result of the roll may be modified by 1\neither up or down based on the player’s preference (rolls of 1\nmay be modified to a result of either 2 or 10, and rolls of 10\nmay be modified to a result of either 9 or 1).\nr\n\n162\nV : Armoury\nTable 5–12: Power Armour History\nRoll\nResult\n1\nCower Not Before the Enemy: This suit of armour has been obsessively maintained with marks of pride, bears\npristine heraldic depictions, and is bedecked with sashes, helmet crests, and Banner Displays. The wearer carries\nhimself tall, often heedless of cover or stealth. The armour seemingly sabotages any attempts at subtlety, and imposes a\nfurther –20 to all Silent Move and Concealment Tests (in addition to those imposed on standard power armour), while\nit whirs, vents, or clanks at precisely the wrong moment. However, it also grants a +10 bonus to Command Tests, due\nto the overwhelming force of authority and confidence the bearer projects.\n2\nNone shall escape the Emperor’s Wrath: Incorporating a rare and prized Persecutor Target Acquisition Spirit, this\narmour constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs\nfor later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes\neven anticipating the bearer’s movements. Many warriors are put off by such contrary behaviour, but all eventually\nlearn to become one with the intentions of their second skin. The obvious advantage gives the wearer a +5 bonus to\nBS. However, the armour is sluggish to respond to unplanned events, as it seems to dislike the jostling of its precise\ncalculations. The wearer suffers a –10 penalty to Dodge in melee.\n3\nThine arm be the scourge of the impure: The spirit of this armour has been honed by its long years of service into\na truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination\nto the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike,\nand come to trust it as innately as any other brother in arms. Such a suit grants the wearer +5 WS. However, its long\nrange targeting systems are difficult and temperamental. When wearing the suit’s helmet, BS tests suffer a –5 penalty.\n4\nDeath is Joy: Some warriors are simply made to kill. This armour epitomises that archetype, and though it is of\ncomparatively recent manufacture, numberless foes have learned to fear its countenance. The longer a warrior bears\nthis armour, the more the two become one. As time goes on, bringing a swift end to the enemies of Man is as easy\nas breathing. Add +2 Damage to any of the wearer’s attacks that do Critical Damage and increase the damage to a\nHorde’s Magnitude by 1 with any successful attack against a Horde.\n5\nA Fury like lightning: The reactions of the Angels of Death are far beyond what any normal human could achieve.\nWhile Astartes power armour manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths\nto enhance and optimise it. The armour’s hyper articulated joint mechanisms allow for more dextrous weight\nmanipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These\nsystems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls.\n6\nThy strength be legend: The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all\npower armour further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armour has created\ntales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother\nalone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour.\nThe Strength bonus from this power armour is added in after the modifications for Unnatural Strength.\n7\nTerror be thy friend: Though all suits of power armour are intimidating to say the least, this suit seems to project an\nair of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a\nwild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have\nbeen made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine.\nMany bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their\nimpact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe\nengaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).\n8\nLead from the front: All men need leaders, and all leaders need to be seen and heard to be effective. It is common\nfor the leaders of the Adeptus Astartes to lead from the front, and such warriors have had the honour of bearing this\narmour into battle over the centuries. Its vox amplifiers ring like booming thunder, and its brilliant heraldry seems to\nblaze on the battlefield. Truly a sight to behold, there have been statues erected on a hundred worlds of the brave souls\nwho wore this relic into battle and saw the day through to victory. Add +1 Cohesion to your Squad’s total (this bonus\nmay stack with other armour with the same history).\n9\nBring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous\nduty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter\nsteadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this\narmour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and\nfiring with a pistol- or basic-class weapon on semi- or fully automatic fire (see pages 239 and 242). Additionally, the\nwearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or\nfully-automatic fire.\n10\nTo forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance\nagainst those who have offended the Emperor in some way. Some inscriptions revile a single name, while some\ncondemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to\nexact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs\nas possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose\none) Talent.\n\n163\nV: Armoury\nr\nOnce a Battle-Brother takes Damage greater than the Armour\nPoints of his armour, it no longer counts as environmentally\nsealed. An application of repair cement is usually sufficient to\nre-seal it until permanent repairs can be made. Astartes power\narmour uses a fusion generator backpack which can sustain\npower forever with proper care. However, it is possible for the\npower unit to be damaged, hindering or even disabling the suit.\nIf the wearer takes Critical Damage to the Body from behind,\nconsult the Power Unit Critical Effects chart (in addition to\nnormal Critical Effects). The problems continue until the unit\ncan be repaired with a Challenging (+0) Tech-Use Test.\nr\nPainstakingly cared for and customised for each esteemed\nbearer, artificer armour is the rarest form of power armour.\nThe technology and superdense materials used to construct\nthese suits is unparalleled inside the Imperium. Each one is a\nmasterwork of artificer ingenuity and (outside of Techmarines\nlabouring towards their own) is awarded only to true Chapter\nheroes. Artificer armour is always Master-Crafted. In addition\nto the effects of standard Astartes power armour, the advanced\nhelmet incorporates an MIU. Some suits incorporate even more\nunusual features, such as automated fibre re-weaving, eliminating\nthe need for Repair Cement to seal most breaches.\nOnly countless hours of labour at the blazing Space Marine\nforges gives rise to a suit of artificer armour. The unique inlays,\nengravings, and profile represent the vision which drove its\nmaker to such a momentous undertaking, and its machine\nspirit waxes wise and powerful. Roll twice on Table 5–12:\nPower Armour History to determine the properties of a\nparticular unit.\nr\nIn most Codex Chapters, Neophyte Space Marines serve in the\n10th Company as Scouts as their first assignment. Scouts are\nplaced under the instruction of an experienced sergeant, who\nboth takes command of the squad and teaches the Scouts what\nit means to be a Space Marine. During this time, Scouts wear\nlighter, less-encumbering armour than the power armour worn\nby the Initiate Battle-Brothers of the Chapter. This armour is a\nversion of carapace armour that offers protection while at the\nsame time is extremely well-suited for stealth and skirmishing.\nAstartes Scout Armour provides a +10 bonus to Concealment\nSkill Tests and does not inflict a penalty to Silent Move and\nConcealment Skill Tests based on AP (see page 160).\nr\nThe Power Armour History table is meant to provide\nideas for the unique machine spirits that evolve in\nAstartes power armour. Players should decide on the\nspecific story behind their result. For example, a suit\nwith the “None shall escape the Emperor’s wrath”\nhistory may have enabled a famous Captain to make\nan impossible shot that killed an entrenched enemy\nleader, turning the tide at the First Siege of Khazant.\nArmour with the “Lead from the front” history should\nhave a lineage of the illustrious bearers and the battles\nwhere they led their brothers to victory.\nPlayers and GMs should also not feel restricted to\nthe list provided. You may wish to negotiate comparable\neffects that better reflect the particular character of a\nBattle-Brother’s most important piece of equipment.\nTable 5–13: Power Unit Critical Effects\nCritical\nDamage Result\n1–3\nUnaffected: The power unit continues\nfunctioning normally.\n4–5\nDamaged: The power flow is diminished,\ncausing system failures and difficulty moving.\nAll benefits granted by the armour (except its\ninherent AP) are lost. All physical actions suffer\na –10 penalty. Decrease Base Movement by 2.\n6+\nUnpowered: The suit completely shuts down.\nAll benefits granted by the armour including\nHistory (but not its inherent AP) are lost. The\nwearer must make an Arduous (–40) Strength\nTest to simply move. If he passes the test, his\nBase Movement is still reduced to 1, and all\nphysical actions suffer a –30 penalty.\nr\nThe power armour presented in this chapter is the Mark\nVII version, also known as “Aquila Armour.” There are\nmany other marks of Space Marine power armour, and\nmore information on these marks of power armour will\nbe presented in future h\nsupplements.", + "category": "equipment", + "tags": [ + "armour history", + "equipment", + "power armour", + "subsystems" + ], + "aliases": [ + "armour history", + "power armour", + "subsystems" + ], + "relatedRules": [ + "Damage" + ], + "page": 160, + "pageEnd": 164, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 85 + }, + { + "id": "gmk-gm-tables-gm-kit-quick-tables", + "rule_id": "gmk-gm-tables-gm-kit-quick-tables", + "title": "GM Kit Quick Tables", + "summary": "OCR/text fallback for GM Kit quick-reference tables.", + "content": "Test Difficulty\nDifficulty\nTrivial\nElementary\nSimple\nEasy\nRoutine\nOrdinary\nChallenging\nDifficult\nHard\nVery Hard\nArduous\nPunishing\nHellish\nTest\nModifier\n+60\n+50\n+40\n+30\n+20\n+10\n+0\n–10\n–20\n–30\n–40\n–50\n–60\nHit Locations\nRoll\n01–10\n11–20\n21–30\n31–70\n71–85\n86–00\nLocation\nHead\nRight Arm\nLeft Arm\nBody\nRight Leg\nLeft Leg\nCritical Tables\nEnergy\nExplosive\nImpact\nRending\n(page 252 to 253)\n(page 254 to 255)\n(page 256 to 257)\n(page 258 to 259)\nWeapon\nCraftsmanship\n–10 to hit. Jam on\nany failed to hit roll.\nGood +5 to hit.\n+10 to hit, +1\nBest\nDamage.\nPoor\nRanged Weapons\nName\nBolt Weapons\nClass\nRange RoF\nDmg\nCombat Actions\nPen Clip Rld\nAstartes Bolt Pistol\nPistol\n30m\nS/3/– 2d10+5 X 5\n14\nFull\nTearing\nAstartes Bolter (Godwyn) Basic\n100m S/2/4 2d10+5 X 5\n28\nFull\nTearing\nAstartes Boltgun (Stalker) Basic\n200m S/–/– 2d10+5 X 5\n24\nFull\nAccurate, Tearing\n100m S/2/4 2d10+5 X 5\n28\nFull\nTearing\nAstartes Combi-Weapon†† Basic\nAstartes Heavy Bolter\nHeavy\n150m –/–/10 2d10+10 X 6\n60\nFull\nTearing\nAstartes Storm Bolter\nBasic\n100m S/2/4 2d10+5 X 5\n60\n2 Full Storm, Tearing\n†\nProfile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.\nPlasma Weapons\nAstartes Plasma Cannon\nAstartes Plasma Gun\n(Ragefire)\nAstartes Plasma Pistol\nHeavy150mS/–/–2d10+11 E 10165 FullBlast (1), Volatile\nBasic100mS/2/–1d10+9 E8404 FullVolatile\nPistol30mS/2/–1d10+8 E8123 FullVolatile\nMelta Weapons\nAstartes Infernus Pistol\nAstartes Meltagun\n(Vulkan)\nAstartes Multi-melta\n(Maxima)\nPistol\n10m\nS/–/–\n2d10+8 E\n13\n4\nAdds extra AP to locations\nhidden by cover.\nCover Type\nAP\nLight Wood, Armour-glas,\n4\nLight Metal\nHeavy Wood, Flakboard,\n8\nSandbags, Ice\nRockcrete, Thick Iron,\n16\nStone\nPlasteel, Armaplas\n32\nFull\n–\nBasic20mS/–/–2d10+8 E1362 Full–\nHeavy60mS/–/–4d10+6 E13122 FullBlast (1)\nFlame Weapons\nAstartes Flamer\nAstartes Hand Flamer\nAstartes Heavy Flamer\nBasic\nPistol\nHeavy\n20m\n10m\n30mS/–/–\nS/–/–\nS/–/–2d10+2 E\n2d10+2 E\n2d10+6 E3\n3\n66\n4\n102 Full\n2 Full\n2 FullFlame\nFlame\nFlame\n150m\n30m\n90m\n30m–/–/10\nS/2/–\nS/3/10\nS/–/63d10+6 I\n2d10+3 I\n1d10+3 I\n1d10+2 I6\n0\n0\n0200\n18\n30\n183 Full\nFull\n2 Full\nFullTearing\nReliable, Scatter\n–\n–\nSolid Projectile Weapons\nAstartes Assault Cannon\nAstartes Shotgun\nAutogun\nAutopistol\nMounted\nBasic\nBasic\nPistol\nLas Weapons\nAstartes Lascannon\nLasgun\nLaspistol\nHeavy\nBasic\nPistol\n300m\n100m\n30m\nS/–/–\nS/3/–\nS/–/–6d10+10 E 10\n1d10+3 E 0\n1d10+2 E 06\n60\n302 Full\nFull\nFull–\nReliable\nReliable\nS/2/–†††††123 Full††\nS/–/–†††††8Full††\nLaunchers\nAstartes Cyclone Missile\nMounted 300m\nLauncher\nAstartes Missile Launcher\nHeavy\n250m\n(Soundstrike)\nAuxiliary Grenade\nn/a\n45m\nLauncher\n††\nVaries with ammunition\nS/–/–\n††\n†††\n4\n0–19\n20–39\n40–59\n60-79\n80+\nInitiated: You have recently sworn your oaths of\nduty to the Deathwatch.\nRespected: You have proven your prowess\nrepeatedly through bravery and blood.\nDistinguished: You have earned an impressive\nnumber of victories safeguarding humanity\nagainst its enemies.\nFamed: Your reputation precedes you, and your\ndeeds are known to Battle-Brothers across the\nReach.\nHero: Your name echoes to your Chapter and\nbeyond as a paragon of strength and valour.\n© Games Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch and all associated marks ®, TM and/\nor © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world.\n2 Full\n4\n††\n8\nHalf\nCalled ShotFull\nCharge\nDefensive Stance\nDelay\nDisengage\nDodge\nFeint\nFocus Power\nFull Auto Burst\nGrapple\nGuarded Attack\nJump or Leap\nKnock-Down\nManoeuvre\nMove\nMultiple Attacks\nOverwatch\nParry\nReady\nReload\nRun\nSemi-Auto Burst\nStand/Mount\nStandard Attack\nStun\nSuppressing Fire\nTactical Advance\nUse a SkillFull\nFull\nHalf\nFull\nReaction\nHalf\nVaries\nFull\nHalf/Full\nFull\nFull\nHalf\nHalf\nHalf/Full\nFull\nFull\nReaction\nHalf\nVaries\nFull\nFull\nHalf\nHalf\nFull\nFull\nFull\nVaries\nAccurate:\nBalanced:\nBlast (X):\n3\n5\nTarget\n6-7\nType\nHalf/Full\nFull\nSubtype(s)\nConcentration\nAttack, Melee\nMiscellaneous\nAttack, Concentration, Melee\nor Ranged\nAttack, Melee, Movement\nConcentration, Melee\nMiscellaneous\nMovement\nMovement\nAttack, Melee\nVaries\nAttack, Ranged\nAttack, Melee\nAttack, Concentration, Melee\nMovement\nAttack, Melee\nAttack, Melee, Movement\nMovement\nAttack, Melee or Ranged\nAttack, Concentration, Ranged\nDefence, Melee\nMiscellaneous\nMiscellaneous\nMovement\nAttack, Ranged\nMovement\nAttack, Melee or Ranged\nAttack, Melee\nAttack, Ranged\nConcentration, Movement\nConcentration, Miscellaneous\n9-0\nScatter Diagram\nMelee Weapons\nDescription\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.\n+20 to WS, cannot Dodge or Parry.Name\nChain WeaponsClass\nAstartes ChainswordMelee\nPrepare to fire a heavy weapon.Power Weapons\nAttack a specific location on your target with a –20 to WS or BS.\nMust move 4 metres, +10 to WS.\nGain an additional Reaction, opponents suffer –20 to WS.\nBefore your next Turn take any Half Action.\nBreak off from melee and move.\nTest Dodge to negate a hit.\nOpposed WS Test, if you win, your next attack cannot be Dodged or Parried.\nUse a Psychic Power.\n+20 to BS, additional hit for every degree of success.\nAffect a Grappled opponent or escape from a Grapple.\n–10 WS, +10 to Parry and Dodge.\nJump vertically or leap horizontally.\nTry and knock an opponent to the ground.\nOpposed WS Test, if you win, move enemy 1 metre.\nMove up to your movement as a Half Action or twice your movement as a Full Action.\nAttack more than once in the same round—requires two weapons or a talent.\nShoot targets coming into a set kill zone, –20 to BS.\nTest Weapon Skill to negate a hit.\nReady a weapon or item.\nReload a ranged weapon.\nMove triple, enemies –20 BS and +20 WS.\n+10 to BS, additional hit for every two degrees of success.\nStand up or mount a riding animal.\nMake one melee or ranged attack.\nTry to Stun an opponent.\nForce opponents to take cover, –20 to BS.\nMove from cover to cover.\nYou may use a Skill.\nWeapon Qualities\n2\n1\nRenown\nRenown Rating Renown Rank\nCover Types\nSpecial\nAction\nAim\nAll Out Attack\nBrace Heavy\nWeapon\nAdditional +10 to hit when used with an Aim Action.\n+10 to Parry.\nAll within the weapon’s blast radius in metres is hit. Roll Hit\nLocation and Damage individually for each person affected.\nConcussive: Target must pass a Toughness Test (–10 per Degree of\nSuccess on the attack) or is Stunned for 1 Round. Target is\npossibly knocked down.\nefensive:\n+15 to Parry, –10 to hit.\nevastating (X): The weapon does one additional point of Cohesion\nDamage. If the target is a Horde, the Horde suffers\nadditional hits equal to the number in parenthesis.\nFelling (X):\nThe weapon ignores a number of levels of Unnatural\nToughness possessed by the target equal to the number in\nparenthesis.\nFlame:\nNo BS Test. All creatures in a 30 degree arc make Agility\nTest or be struck by flame and take Damage. If Damage is\ntaken, the target must\nsucceed on second Agility Test or\ncatch fire.\nGyro-Stabilised: This weapon never counts its target as being further\nthan Long Range. Heavy Weapons only suffer a –20 when\nnot braced.\nHaywire (X): This weapon generates a field that troubles the machine\nspirits of technology. See page 143 for details.\nOverheats:\nUnmodified roll of 91 or more on to hit roll causes\nOverheat, see page 129.\nPower Field: When Parrying an attack made with a weapon that lacks this\nquality, there is a 75% chance of destroying the attacker’s\nweapon.\nPrimitive:\nAP doubled, unless armour also has Primitive quality.\nRazor Sharp: If the attack roll results in two or more degrees of success,\ndouble the weapon’s Penetration.\nRecharge:\nCan only fire every-other Round.\nReliable:\nIf Jam, roll 1d10 and only on roll of 10 has it Jammed.\nSanctified:\nThis weapon deals Holy damage, which has certain effects\non Daemonic and warp creatures.\nScatter:\nAt Point Blank range, each 2 degrees of success scores\nanother hit. AP doubled at Long and Extreme ranges.\nShocking:\nIf weapon causes Damage, Test Toughness or Stunned (+10\nbonus per AP).\nSmoke:\nCreates smoke screen 3d10 metres in diameter, lasts 2d10\nRounds.\nSnare:\nThe target must make an Agility Test or be immobilised. An\nimmobilised target can attempt no other Actions except to\ntry to escape the bonds. He can attempt to burst the bonds\n(a Strength Test) or wriggle free (an Agility Test) in his Turn.\nThe target is considered helpless until he escapes.\nStorm:\nDoubles the number of hits inflicted on the target.\nTearing:\nRoll two dice for Damage, take the best result.\nToxic:\nIf weapon causes Damage, Test Toughness at –5 for every\npoint of Damage taken, if failed take extra 1d10 Impact\nDamage (no reduction for armour or Toughness).\nTwin-linked: +20 to hit, may score one additional hit if the attack roll\nsucceeds by two or more degrees of success.\nUnbalanced: –10 when used to Parry.\nUnwieldy:\nCannot be used to Parry.\nVolatile:\nIf a 10 is rolled for Damage on a weapon with the Volatile\nQuality, Rightous Fury occurs automatically.\nAstartes Chainfist\nAstartes Lightning Claw\nAstartes Power Axe\nAstartes Power Fist\nAstartes Power Sword\nDmg\nPen Special\n1d10+3 R4Balanced, Tearing\nMounted 2d10† E\nMelee\n1d10+6 E\nMelee\n1d10+8 E\nMelee\n2d10† E\nMelee\n1d10+6 E10\n8\n6\n9\n6Power Field, Tearing\nPower Field, Special, Tearing\nPower Field, Unbalanced\nPower Field, Unwieldy\nBalanced, Power Field\nPower Field, Concussive,\nUnwieldy\nAstartes Thunder Hammer Melee\n2d10+5 E\n8\nOmnissian Axe (Astartes-\nMelee\n2d10+6 E\n6\nPower Field, Unbalanced\nPattern) ††\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nraditional Weapons\nAstartes Combat Knife\nCeremonial Sword†††\nSacris Claymore†††\nMelee\nMelee\nMelee1d10+2 R\n1d10+3 R\n2d10+2 R2\n2\n2–\nBalanced\nUnbalanced\nMelee\nMelee1d10+1 I\n1d10+2 R0\n2Balanced, Special\nBalanced, Special\nForce Weapons\nAstartes Force Staff\nAstartes Force Sword\nOther Melee Weapons\nPrimitive Weapons\nMelee\n1d10 I\n0\nPrimitive\nImprovised\nMelee\n1d10–2 I\n0\nPrimitive, Unbalanced\n†††\nSee Page 170 for description\nNote: Characters using melee weapons add their SB to the Damage they inflict.\nCombat Difficulty Summary\nDifficulty\nEasy\nSkill Modifier Example\n+30\nRoutine+20\nOrdinary+10\nChallenging+0\nDifficult–10\nHard\nVery Hard\n–20\n–30\nAttacking a Surprised or Unaware target.\nShooting a Massive target.\nShooting a target at Point Blank Range.\nAttacking a Stunned opponent.\nShooting an Enormous target.\nMelee attacks against a foe who is outnumbered two to one.\nAttacking a Prone opponent with a melee weapon.\nAttacking from higher ground.\nShooting a Hulking target.\nShooting a target at Short Range.\nA Standard Attack.\nAny test whilst Fatigued.\nAttacking or Dodging whilst in the mud or heavy rain.\nShooting a target at Long Range.\nShooting a Prone target.\nShooting a Scrawny target.\nShooting into melee combat.\nDodging whilst Prone.\nMaking an unarmed attack against an armed opponent.\nMelee attacks in darkness.\nShooting at a target in fog, mist, shadow or smoke.\nShooting a Puny target.\nUsing a weapon without the correct Talent.\nAttacking or Dodging in deep snow.\nFiring a heavy weapon that has not been Braced.\nShooting a target at Extreme range.\nShooting at a completely concealed target.\nShooting at a target in darkness.\nArmour\nWeapon JamsSemi-Automatic Weapons\nAn unmodified roll of 96–00 weapon Jams. Full\nAction and BS Test to clear. Semi- and Full Auto\nFire Jams on a 94–00.+10 BS, for every 2 degrees of success gain another hit, as indicated on\nMultiple Hits Table (page 239), or can be allocated to another target within\n2m. Result of 94–00 on BS test indicates weapon has Jammed.\nTwo-Weapon FightingFull Automatic Weapons\nOnly one-handed weapons. Either make a single\nattack with either weapon (–20 for off-hand), or if\nyou have the Two Weapon Wielder Talent, spend\na Full Action to attack with both weapons, but\nat –20 to each (drops to –10 with Ambidextrous\nTalent). If shooting with a gun in each hand, your\ntargets must be within 10m of each other.\nUsing Weapons without Talent\n–20 penalty when using a weapon without\nthe appropriate Talent. In the case of Flame\nweapons, targets receive +30 to Agility Test to\navoid being hit.\nUnarmed Combat\nWS to hit, inflicts 1d5–3 I+SB. Armour Points\ncount as double. In addition, inflicting damage\ngreater than or equal to your target’s Toughness\nBonus also inflicts 1 level of Fatigue.\n+20 BS, for every degree of success gain another hit, as indicated on\nMultiple Hits Table (page 239), or can be allocated to another target within\n2m. Result of 94–00 on BS Test indicates weapon has Jammed.\nOverwatch\nYou take a Full Action to establish a kill zone 45-degrees from your facing\nand up to the Range of the weapon. You may spend subsequent Turns\nwaiting for targets to enter the zone. You may take the Full Auto Burst\nAction, Semi-Auto Burst Action, or Suppressing Fire to shoot any targets\nentering the zone, targets must make a Hard (–20) Willpower Test or\nbecome Pinned. Overwatch may be maintained up to your WP Bonus in\nhours, or until the Full Burst Action has been used.\nDamage\nCritical Damage is cumulative.\nFatigue\nCan suffer a number Fatigue equal to TB. Fatigued\ncharacters –10 all Tests. If you suffer more Fatigue\nthan TB, fall unconscious for 10–TB minutes.\nEach hour of complete rest removes 1 level of\nFatigue; after 8 hours, Fatigue is reduced to 0.\nStunned\nYou can suppress an area 45-degrees from your facing and up to half the\nRange of the weapon. Targets within this area must make a Hard (–20)\nWillpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to\ndetermine if anyone in area has been hit, GM assigns hit to random target.\nAn extra hit is scored for every 2 degrees of success. Result of 94–00 on\nBS test indicates weapon has Jammed.\nStunned characters cannot take Actions (including\nfree ones), opponents receive +20 to hit.\nLightly Damaged\nHeavily Damaged\nIf Damage taken is more than twice TB.\nBlood Loss\n10% chance of death each Round unless treated.\nPinned targets have Half Action only and suffer –20 BS and must keep\ncover between them and the shooter. Test Willpower to recover at the end\nof the Turn, +30 if not shot at. If engaged in melee, automatically escape.\nLocation Second ThirdFourthFifthEach\nAdditional Hit\nHeadHeadArmBodyArmBody\nArmArmBodyHeadBodyArm\nBodyBodyArmHeadArmBody\nLegLegBodyArmHeadBody\nMovement (metres/round)\nHalf Move\n1/2\n1\n2\n3\n4\n5\n6\n7\n8\n9\n10\nFull Move\n1\n2\n4\n6\n8\n10\n12\n14\n16\n18\n20\nHordes\nCharge\n2\n3\n6\n9\n12\n15\n18\n21\n24\n27\n30\nA character can damage a Horde by shooting it with ranged\nweapons or attacking it in melee. These attacks are treated\nas if they are against a single creature even though they may\nrepresent mowing down ranks of enemies or scything through\nmany foes.\nCharacters must still roll to hit a Horde, but the appropriate size\nbonus should apply to these tests based on the Horde’s Magnitude.\nWeapons that can fire on full, or semi-auto will cause additional hits.\nThese hits must be allocated against the Horde and not any individual\nLieutenants or Masters that may also be present.\nDamaging a Horde\nMultiple Hits From\nSemi and Full auto fire\nAB\n0\n1\n2\n3\n4\n5\n6\n7\n8\n9\n10\nLocations Covered AP\nAstartes Power Armour\nAll\n8/10\nAstartes Artificer Armour\nAll\n12\nAstartes Scout Armour\nBody, Arms\n6\nAstartes Terminator Armour\nAll\n14\nPrimitive Armour\nVaries\nVaries\nCarapace Armour\nAll\n6\nDiagnostor Helmet\nHead\n8\nMasking Screen\n–\n–\nFlak Armour\nAll\n4\n†\nArtificer armour is not available on a per-mission basis; it must be obtained as\nSignature Gear.\nAttacking a Horde\nSuppressive Fire\nPinning\nWhen a character has sustained Damage equal\nto their Wounds, all further Damage is Critical\nDamage. When Critical Damage is suffered,\nconsult the relevant Critical Table (pages 252–\n259), determined by the type of Damage (Energy,\nImpact, Rending or Explosive) and the Hit\nLocation of the attack, and apply the effect. All\nName\nRun\n3\n6\n12\n18\n24\n30\n36\n42\n48\n54\n60\n• Each hit that causes any amount of damage reduces a Horde’s\nMagnitude by one. Therefore, an attack that, after accounting\nfor armour and Toughness Bonus, causes 15 points of\ndamage reduces the Horde’s Magnitude by 1. The deliberate\nconsequence of this is that sustained fire and blast weapons are\nmuch more effective against Hordes than weapons which fire\nonly one shot; a lascannon is a weapon for destroying tanks, not\nmowing down large numbers of infantry.\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nHordes, and count as having inflicted one additional Hit.\n• Locations are not used when fighting a Horde.\n• A Horde has a single armour value at is applied to all damage\nrather than different armour values for different locations.\n• Hordes may be Pinned as normal (with the entire Horde making\na single Willpower Test). However, Hordes gain a bonus to their\nWillpower Tests to resist pinning equal to its Magnitude.\nMelee: When fighting against a Horde in Melee, a Space Marine\ninflicts one hit for every two Degrees of Success on his Weapon\nSkill Test. Melee weapons with the Power Field Quality inflict one\nadditional hit.\nBlast Weapons: A Blast weapon that hits a Horde hits a number\nof times equal to its Blast value. So a grenade with Blast (4) will\nautomatically hit four times if successfully lobbed into the Horde.", + "category": "gm_tables", + "tags": [ + "gm", + "ocr", + "tables" + ], + "aliases": [ + "combat tables", + "quick tables", + "weapon qualities" + ], + "relatedRules": [ + "Combat Actions", + "Weapon Special Qualities" + ], + "page": null, + "pageEnd": null, + "source": "GMK", "sourceAbbr": "GMK", + "sourceMethod": "text+ocr", + "confidence": 0.7, + "midgamePriority": 85 + }, + { + "id": "cr-equipment-craftsmanship", + "rule_id": "cr-equipment-craftsmanship", + "title": "Craftsmanship", + "summary": "Poor, common, good, and best craftsmanship effects and costs.", + "content": "140\nV : Armoury\nCraftsmanship\n“A finely crafted weapon is like a finely-crafted battle plan. Both will\nserve you well.”\n–Commissar Holt\nW\nithin the Imperium, the quality of goods and services\nvaries widely, from handcrafted masterpieces of war\nto crude, mass-produced laspistols. To put a poor\nquality item in the hand of an elite Adeptus Astartes would be\nwasteful. Indeed, Adeptus Astartes gear is measured on a scale\nunto itself. Imperial governors and the richest noble families are\nlucky to own a single treasure that rivals the fine make of the\nmost Common Adeptus Astartes equipment. Still, more time and\ncustomisation can be put into a given piece, creating superlative\nequipment most likely found in the hands of esteemed Battle-\nBrothers. Exceptionally crafted items are produced in venerated\nforges by senior artificers, and their design reflects the additional\neffort devoted to their making. Lauded even above these\nnoteworthy works are Master-Crafted items, the rare opuses of\nForge Masters, into which untold years and the most precious\nand advanced materials are poured.\nItems of Exceptional and Master craftsmanship are more\ndurable, though it is up to the GM how and when these effects\nenter into play. In the case of weaponry and armour, effects on\nperformance or weight are detailed later, but for other goods,\ndifferences of quality are merely descriptive. The GM may reduce\nthe Difficulty of some Tests involving items of better craftsmanship,\nbut that is entirely at his discretion. Unless specifically stated, an\nobject is considered of Common craftsmanship.\nWeapons\n“Doesn’t matter how I came by it. Point is, this is the genuine article:\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nI’ll show you how easy it is.”\n–Last words of Edwin Dice, Metallican arms dealer\nT\nhe Deathwatch has access to a dizzying spectrum of\narmaments. Weapons are divided into several groups\ncontaining a plethora of ranged and melee weapons,\ncovering everything from mundane clubs to Astartes plasma\ncannons. All weapons come with the appropriate holster\nwhen Requisitioned.\nWeapon profiles use the following statistics, providing\nplayers and GMs with all the relevant information needed to\nuse them:\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\nusing a melee weapon, you add your SB to the damage\nyou inflict.\n• Thrown weapons cover anything propelled by muscle\npower alone and include knives, axes, spears, and the like.\nUnless they are also classed as melee, thrown weapons\ncannot be used in close combat (except as improvised\nweapons). When using a thrown weapon you add your\nSB to the damage you inflict (with the exception of\nexplosives such as grenades).\n• Pistol weapons are fired one-handed and can be used to\nmake a Standard Attack while engaged in melee. When\na pistol is used in this fashion, the pistol still Tests on\nBallistic Skill and continues to count as a ranged weapon\nfor all other purposes, including the application of Talents.\nHowever, the firer gains no bonuses or penalties to hit\nfor range or targeting equipment such as Sights. Pistols\nwith the Scatter Quality fired in melee are considered\nto be firing at Point-Blank range for the purpose of\ndetermining number of hits only.\n• Basic weapons normally require two hands, but can\nbe used one-handed with a –20 penalty to hit. While\nwearing Astartes power armour this penalty is negated.\n• Heavy weapons always require two hands and must be\nbraced in some way, usually either on a bipod or tripod\nto be fired without penalties. A windowsill, sandbag,\nor the firer’s shoulder (in the case of missile launchers)\ncan also serve to brace. Firing a heavy weapon without\nbracing incurs a –30 penalty and prohibits semi-auto and\nfull auto fire.\nTable 5–2: Renown\nRenown Rating Renown Rank\n0-19\nInitiated: You have recently sworn\nyour oaths of duty to the Deathwatch.\n20-39\nRespected: You have proven your\nprowess repeatedly through bravery and\nblood.\n40-59\nDistinguished: You have earned\nan impressive number of victories\nsafeguarding humanity against its\nenemies.\n60-79\nFamed: Your reputation precedes you,\nand your deeds are known to Battle-\nBrothers across the Reach.\n80+\nHero: Your name echoes to your\nChapter and beyond as a paragon of\nstrength and valour.\nTable 5–3: Craftsmanship and Requisition Costs\nCraftsmanship Upgrade\nRequisition Multiplier\nRenown Requirement\nCommon to Exceptional\nx 1.5\nRespected\nExceptional to Master\nx 1.5\nDistinguished\nCommon to Master\nx 2\nDistinguished", + "category": "equipment", + "tags": [ + "best", + "craftsmanship", + "equipment", + "good", + "poor" + ], + "aliases": [ + "best", + "craftsmanship", + "good", + "poor" + ], + "relatedRules": [ + "Requisition" + ], + "page": 141, + "pageEnd": 141, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 80 + }, + { + "id": "cr-mission-mission-complications", + "rule_id": "cr-mission-mission-complications", + "title": "Mission Complications", + "summary": "Complications that change an operation mid-session.", + "content": "231\nVII: Playing The Game\nthemselves and further enhance their standing within the\nChapter by proving their skill on the battlefield. A typical\ntarget of opportunity could be an enemy commander, a\nmunitions supply dump, or Imperial captives. The GM should\nonly give limited information about the Mission’s targets of\nopportunity during the mission briefing, leaving it up to the\nplayers to identify them during the game.\nplayeR CReaTed obJeCTives\nNeither the GM nor the players should feel that Mission\nobjectives are set in stone and prohibit the characters from\nthe freedom to change or alter the Mission in some way. To\nthis end, the GM can allow the players to come up with their\nown primary, secondary, or tertiary objectives during play if\ntheir planning and reasoning is good. For instance, if when\nsent to destroy an enemy spaceport the players decide that it\nwould be viable to plant an explosive on a cargo lighter, thus\ndelivering the bomb up into orbit, the GM can then create a\nnew objective to accommodate it. The GM should be careful\nto make sure that all player created objectives remain within\nthe general nature of their mission (such as attacking the\nenemy, securing a beachhead, or relieving a friendly force).\ns\nNo Mission goes according to plan, even for the elite warriors\nof a Deathwatch Kill-team. Drop zones can be missed,\nintelligence can prove false, and support troops can fail to\narrive. These Mission complications are ways in which the\nGM can keep the players off balance and make the mission\nmore interesting by adding the fog of war. In addition to\nforcing the players to adapt to difficult situations and think\non their feet, complications also increase the difficulty of a\nmission and as a result the rewards the players gain from it.\nHere are 10 typical complications that the GM can use to\nalter the nature of his missions, though he should feel free\nto come up with more of his own. If a degree of randomness\nis required, the GM can roll a die on Table 7–17: Mission\nComplications to see what has gone wrong for the players.\na bad beginning\nSome missions almost end before they begin, with misfortune\nstriking right from the start. This complication indicates that\none of the Kill-team has been wounded during deployment,\neither as a result of a bad drop pod landing or perhaps hitting\na mine when leaving their Rhino. The GM should have all the\nplayers roll a dice. The player (or players in the case of ties)\nwith the lowest roll suffers 1d5 points of Critical Damage\n(not reduced for armour or Toughness Bonus) to a random\nbody location.\nbad inTelligenCe\nFrequently the Imperium’s intelligence about its foes is just\nplain wrong. Commanders base decisions on unfounded\ninformation and send soldiers to pay for their ignorance.\nWhile the Deathwatch is more careful than most of the\nEmperor’s forces, they too can suffer from this fate. The GM\nshould change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\nto destroy a bridge to discover it does not exist. It is then\nup to the players to discover the new objective and try to\ncomplete it.\nCuT off\nAs can often happen in the chaos of war, a forward unit can\ndiscover its supply lines cut off as the frontlines shift suddenly.\nWith this complication, any reserves or outside support for\nthe Kill-team is unavailable. This could mean vox channels\nhave been jammed or a supporting orbital defence platform\nhas come under attack and cannot assist.\nfRiendly fiRe\nDuring the Mission, the Kill-team is either mistaken for an\nenemy unit or finds itself in an area coming under Imperial\nsaturation bombing. This attack can occur at any time during\nthe Mission, usually from an unseen Imperial artillery unit in\ninseRTion and exTRaCTion\nHow the Kill-team reach the battlefield and how they\nleave it depends on the nature of the Mission. This could\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nfrom a forward base. Ultimately it falls to the GM, in\nthe role of the characters’ commanders, to decide how\nthey should be deployed. In certain circumstances, the\nplayers may be able to choose for themselves depending\non the level of freedom their Mission allows. In either\ncase, the strengths and weaknesses of each method can\nhave a big effect on the Mission. For instance, arrival by\ndrop pod can place a Kill-team deep behind enemy lines\nwith limited chance of extraction, while arriving as part\nof a massive assault (possibly involving other arms of\nthe Imperial war machine) means negotiating the chaos\nand havoc of battle to complete their objectives.\nTable 7–17: Mission Complications\nDice Roll Complication\n1\nA Bad Beginning\n2\nBad Intelligence\n3\nCut Off\n4\nFriendly Fire\n5\nLogistical Failure\n6\nMisdrop\n7\nRace Against Time\n8\nRivalry\n9\nThey Knew We Were Coming...\n10\nUnexpected Enemies", + "category": "mission", + "tags": [ + "bad beginning", + "complication", + "cut off", + "mission" + ], + "aliases": [ + "bad beginning", + "complication", + "cut off" + ], + "relatedRules": [ + "Missions" + ], + "page": 232, + "pageEnd": 232, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 80 + }, + { + "id": "cr-talents-talent-descriptions", + "rule_id": "cr-talents-talent-descriptions", + "title": "Talent Descriptions", + "summary": "Core talent rules and talent descriptions.", + "content": "112\nIV : Talents & Traits\nTalent\nDescriptions\n“The Imperium is a realm defended by sword strokes and the roar of\nguns: a million sword strokes and a roar like the thunder of angry\ngods pass every day, and yet it may prove not enough.”\n–from the Ascension Address by Lord Militant Tetrarchus\nPlayers can find a complete listing of the Talents available in\nDeathwatch in Table 4–1: Talents, and the full explanations\nof each Talent on the following pages.\nTable 4–1: Talents, Continued\nTalent Name\nPrerequisite\nBenefit\nSignature Wargear (Hero)†\nOne item up to 70 Requisition becomes standard issue.\nSlayer of Daemons\n—\nGain an advantage when fighting warp entities.\nSprint\n—\nMove more quickly in combat.\nStalwart Defence\nAdeptus Astartes\nHold a chosen point with indomitable determination and a\nstorm of fire.\nStep Aside\nAg 40, Dodge\nGain extra Dodge in a Round.\nStreet Fighting\n—\nDeal +2 Critical Damage with knives or unarmed attacks.\nStorm of Iron\nAdeptus Astartes\nCause additional Damage against Hordes with ranged\nweapons.\nStrong Minded\nWP 30, Resistance (Psychic)\nRe-roll failed WP Tests made to resist Psychic Powers.\nSure Strike\nWS 30\nChoose location on a successful attack.\nSwift Attack\nWS 35\nAttack twice with a Full Action.\nTakedown\n—\nMake a special attack to Stun opponent.\nTalented†\n—\nGain +10 bonus to corresponding Skill Test.\nTarget Selection\nBS50\nShoot into melee without penalty.\nTechnical Knock\nInt 30\nUn-jam a gun as Half Action.\nThe Flesh is Weak\n—\nReplace parts of the body with iron and machine.\nThrown Weapon Training†\n—\nGain proficiency with a group of thrown weapons.\nThunder Charge\nAdeptus Astartes\nBreak enemies with the momentum of an armoured charge.\nTotal Recall\nInt 30\nThe character can remember trivial facts and minor details.\nTrue Grit\nT 40\nReduce Critical Damage the character takes.\nTwo-Weapon Wielder†\nWS 35 or BS35, Ag 35\nAttack twice when wielding two weapons.\nUnarmed Master\nWS 45, Ag 40, Unarmed Warrior\nAttacks do 1d10+SB Damage and lack the Primitive trait.\nUnarmed Warrior\nWS 35, Ag 35\nDeal 1d10 –3+SB with unarmed attacks.\nUnbowed and Unbroken\nAdeptus Astartes, Fel 40\nPerform an act of defiance to remove Cohesion Damage\nsuffered in previous turn.\nUnshakeable Faith\n—\nThe character may re-roll failed Fear Tests.\nWall of Steel\nAg 35\nGain extra Parry each Round.\nWarp Affinity\nPsy Rating, Special\nRe-roll Psychic Phenomenon.\nWarp Conduit\nPsy Rating, Strong Minded, WP 50\n+1 to Psy Rating when pushing.\nWarp Sense\nPsy Rating, Psyniscience Skill, Per 30+ Allows Psyniscience Test as Half Action.\nWeapon-Tech\nTechmarine\nIncrease the efficacy of weapons wielded by the Techmarine\nor Mechanicus Implants.\nWisdom of the Ancients\nAdeptus Astartes, Int 40\nSpend a Fate Point to get insight on a situation.\nWhirlwind of Death\nAdeptus Astartes\nCause additional Damage against hordes in melee.\n†Denotes talent group.\nTalenTs for space Marines anD\nTheir eneMies\nThis chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\nAstartes and are not found by those outside their ranks or\nthe ranks of the vile Chaos Space Marines. Others detailed\nhere are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\nextraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nThis second group of Talents has been included in this\nchapter not for the use of players in creating Deathwatch\nharacters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\n\n113\nIV: Talents & Traits\nabhor The WiTch\nPrerequisites: Adeptus Astartes, may not be taken by\ncharacters with a Psy Rating\nThe Battle-Brother spends the time before battle armouring\nhimself against the power of the warp by reciting canticles\nand litanies of hate and contempt against the unclean powers.\nThis Talent may be used in the Oath Making phase before\nundertaking a mission. The Battle-Brother spends a Fate\nPoint in the Oath Making phase and counts as having spent\nthis Fate Point for the duration of the mission. During the\nmission, the Battle-Brother must take a Challenging (+0)\nWillpower Test whenever he is the subject of the effects of\na Psychic Power, daemonic power other warp-based power.\nIf the Willpower Test succeeds, then the Battle-Brother is\nunaffected by the power. If the Test fails, then the power\naffects him as normal. The effects of this Talent also apply to\npowers that cause Damage indirectly such as blasts, and those\nused by friendly psykers which might be beneficial to the\nBattle-Brother. A power that is resisted by a Battle-Brother\nusing this Talent is not nullified if others will be affected by\nit as normal.\nair of auThoriTy\nPrerequisites: Fellowship 30\nThe character was born to command, either motivating or\nterrifying those under his charge. On a successful Command\nTest, the character may affect a number of targets equal to\n1d10 plus his Fellowship Bonus. Furthermore the character’s\nvoice commands such respect that even those not in his retinue\npay heed. The character may make a Command Test on those\nnot under his authority with a –10 penalty. This Talent has\nno effect on hostile targets, and only affects NPCs.\naMbiDexTrous\nPrerequisites: Agility 30\nThis Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nmoot. The character may use either hand equally well for any\ntask, and does not suffer the –20 penalty for actions using\nhis off hand.\nSpecial: When combined with a Two-Weapon Wielder\nTalent, the penalty for making attacks with both weapons in\nthe same turn drops to –10.\narMour-MonGer\nPrerequisites: Techmarine\nThe finest armours and most powerful shields are all products\nof the followers of the machine god, based on the fabled and\nancient designs of man’s glorious past. With years of training,\na Techmarine can learn to enhance these protections, or use\nthem in their optimum fashion. The Techmarine increases the\nArmour Points of any armour he wears by 2 on all locations it\nwould normally cover as long as he has at least an hour each\nday to bless and prepare the armour. This bonus applies only\nto armour worn by the Techmarine.\nasTarTes Weapon specialisaTion\nPrerequisites: Adeptus Astartes, Astartes Weapon Training\nA Space Marine is a master of the tools of warfare, but through\nlong practice and affinity he may reach a level of mastery\nwith a particular type of weapon so that it becomes a tool of\nperfect destruction. When this Talent is taken, a type and class\nof weapons must be specified, such as bolt (pistols) or melee\n(chain). This Talent may be taken multiple times for different\ntypes and classes of weapons. When using the specified type of\nweapon, the Battle-Brother never suffers a penalty greater than\n–30 when using the weapon.\ng\nPrerequisites: Adeptus Astartes\nBattle-Brothers of the Adeptus Astartes spend years becoming\nproficient with all manner of weapons. By the time that a\nBattle-Brother has entered service in a squad, he will have not\nonly trained with both heavy and melee weapons, but used\nthose weapons on countless battlefields. The Battle-Brother\nis proficient with bolt, chain, melta, plasma, power, flame,\nprimitive (ranged and melee), las weapons, launchers, solid\nprojectile, and thrown weapons of all Classes. In essence, the\nonly weapons that the Battle-Brother is not proficient with\nare exotic weapons; for these, he must acquire individual\nproficiencies as normal.\nassassin sTrike\nPrerequisites: Agility 40, Acrobatics\nThe character’s natural agility and graceful martial forms turn\nhim into a dervish of death on the battlefield. After making a\nmelee attack, a successful Acrobatics Test allows the character\nto move at half rate as a Free Action. Opponents do not\nreceive free attacks resulting from this move. The character\nmay only make this move once per Round.\nauTosanGuine\nThe ancient and blessed technology of the Mechanicus flows\nthrough the character’s blood. These miniscule machines repair\nminor injuries and speed healing. When applying healing, the\ncharacter is always considered Lightly Damaged, and heals at\nan increased rate, removing 2 points of Damage per day.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nSP and Universal\nThe character has received Basic Weapon Training in a group\nof weapons, and can use them without penalty. The Universal\ngroup includes the Bolt, Las, Launcher, Melta, Plasma, and SP\ngroups. Weapon Skill or Ballistic Skill Tests used with a weapon\nthat a character does not have training for suffer a –20 penalty.\n\n114\nIV : Talents & Traits\nbasTion of iron Will\nPrerequisites: Psy Rating, Strong Minded, Willpower 40\nThe character’s sheer willpower and psychic focus have\nbecome one and the same over years of practice and training,\nsuch that their combined use is second nature. The character\ndoubles his Psy Rating on any Opposed Test involving the\nPsyniscience Skill or Psychic Powers.\nbaTTle raGe\nPrerequisites: Frenzy\nLong experience and indomitable will have allowed the\ncharacter to master the beast within him, directing its\nrage while keeping a clear head. The character may Parry\nwhile Frenzied.\nberserk charGe\nThe character has learned to put the whole force of his\nmomentum behind his weapon blows. When the character\ncharges into combat, few can stand before him. If the\ncharacter uses the Charge Action, he gains a +20 bonus to\nWeapon Skill instead of +10.\nbinary chaTTer\nThe character has optimised his use of Techna-Lingua for\ncontrolling servitors. The character receives a +10 bonus to any\nattempt to instruct, program, or communicate with servitors.\nblaDeMasTer\nPrerequisites: Weapon Skill 30, Melee Weapon Training\nThe character’s mastery of bladed weapons and martial\ndisciplines has no peer. When attacking with any bladed\nweapon, including chainswords and power swords, the\ncharacter may re-roll one missed attack per Round.\ng\nPrerequisites: Perception 30\nYears of practice and development of other senses allows the\ncharacter to fight in close combat without the benefit of sight.\nThis Talent reduces all penalties for obscured vision by half,\npermitting the character to fight in fog, smoke, or darkness\nmore effectively.\nbolTer Drill\nPrerequisites: Adeptus Astartes Weapon Training\nThe skill of an Adeptus Astartes with bolters of all types can\nbe honed by training and combat, allowing Space Marines to\nunleash devastating volleys of disciplined fire that cut down\ntheir enemies like the sweep of a scythe. When firing any\nclass of Bolt weapon on Full or Semi-Auto, the Battle-Brother\nmay opt to increase the weapon’s rate of fire by +1 (this\nbonus applies to any and all bolt weapons wielded by the\nSpace Marine, meaning that if he is firing more than one bolt\nweapon at a time, the bonus will apply to all such weapons).\nThis Talent only applies to personal weaponry and does not\nimpact vehicle-mounted weapons of any kind.\nbulGinG biceps\nPrerequisites: Strength 45\nWhereas a weaker man would be sent flying when using\nheavy weapons, the character’s strong physique allows him to\nremain standing . The character can fire heavy weapons using\nSemi-Auto Burst or Full Auto Burst without bracing, and he\ndoes not suffer the –30 penalty for failing to brace.\ncall To VenGeance\nPrerequisites: Adeptus Astartes, Fellowship 40\nWhen a Space Marine falls in battle, one of his Battle-Brothers\nmay inspire those who remain to great deeds in revenge for\ntheir fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nbrothers to revenge the fallen. The character may raise his\nweapon in defiance and speak an oath of hatred, or recite one\nof the canticles of vengeance. No matter how it is embodied,\nhis action restores the Battle-Brother and all those in Support\nRange of him to their starting Cohesion.\ncaTfall\nPrerequisites: Agility 30\nGymnastic ability and natural balance enables the character\nto fall great distances without harm. Whenever he falls, the\ncharacter may take an Agility Test as a Free Action. Success,\nand each additional Degree of Success, reduces the distance\nfallen by a number of metres equal to the character’s Agility\nBonus for the purposes of determining Damage from the fall.\nd\nEither chemical and surgical treatments or sheer will has\nrendered the character immune to most mundane temptations.\nSeduction attempts against him automatically fail, and Charm\nTests increase their Difficulty by one level. Taking this Talent\ngives the character one Insanity Point.\n\n115\nIV: Talents & Traits\ncleanse anD purify\nPrerequisites: Basic Weapons Training (Flame) Talent or\nequivalent\nThe character can control the flowering flow of promethium\nlike no other, manipulating flame like an old accomplice. The\ntargets of the character’s flamer attacks take a –20 penalty to\ntheir Agility tests to escape its effects, and when used against\nan enemy with the Horde trait, the number of hits on the\nHorde is increased by +1d5.\ncoMbaT forMaTion\nPrerequisites: Intelligence 40\nThe character has directed his comrades to prepare for danger,\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nInitiative rolls rather than individual Agility Bonuses.\ncoMbaT MasTer\nPrerequisites: Weapon Skill 30\nThe character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nthan would seem possible. Opponents fighting the\ncharacter in hand-to-hand combat gain no bonuses for\noutnumbering him.\ncoMbaT sense\nPrerequisites: Perception 40\nThe character has the ability to consciously recognise the\nproddings of his subconscious as it reacts to his preternaturally\nsharp senses, giving the character an edge that mere speed\ncannot match. The character may use his Perception Bonus in\nplace of his Agility Bonus when rolling Initiative.\nconcealeD caViTy\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\nThe character may conceal one small item, no larger than a\nclosed fist, within this cavity. Discovering this compartment\nrequires success on a Difficult (–10) Search Test. If using\na medicae scanner or auspex, the Difficulty is reduced to\nOrdinary (+10).\ncounTer aTTack\nPrerequisites: Weapon Skill 40\nThe character’s lightning ripostes are things of deadly beauty,\nswift and invisible as the wind. After successfully Parrying an\nopponent’s attack, the character may immediately make an\nattack against that opponent using the weapon with which he\nParried as a Free Action. This attack suffers a –20 penalty.\nt\nPrerequisites: Ballistic Skill 40\nThe character can place his shots where they inflict more\nharm, at creases, gaps, or joints in armour. When the\ncharacter’s ranged attack causes Critical Damage, add +2 to\nthe Damage.\ncripplinG sTrike\nPrerequisites: Weapon Skill 50\nThe character can land his blows precisely where they inflict\nthe most harm, cutting into seams or hammering at weak\npoints. When the character’s melee attack causes Critical\nDamage add +4 Damage.\nw\nPrerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ninflicted in melee.\nt\nPrerequisites: Ballistic Skill 30\nThe character’s rock-steady hand and hawk-like eyesight\nmake him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\nDeaTh froM aboVe\nPrerequisites: Adeptus Astartes, Pilot (Personal)\nA Space Marine descending into battle on trails of fire is a\ntrue angel of death come to bring ruin and ending on all who\nstand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nbonus of 2d10.\ng\nPrerequisites: Adeptus Astartes, member of the Deathwatch\nAll Deathwatch Space Marines automatically confirm any\nRighteous Fury results (see page 245) against alien enemies\nwithout needing to re-roll the Ballistic Skill Test or Weapon\nSkill Test.\nt\nPrerequisites: Agility 50\nThe character’s weapons move with such speed that they\ncan deflect thrown weapons and shots fired from primitive\nweapons. The character may spend a Reaction to Parry an\nincoming ranged attack from a primitive or thrown weapon.\n\n116\nIV : Talents & Traits\nd\nPrerequisites: Willpower 40\nThrough either willpower or sheer stubbornness, the character\nrefuses to cross into shadow. When the character suffers from\nblood loss, he may roll twice to avoid death.\nm\nPrerequisites: Agility 30\nThe character can wrest weapons from his opponent’s hands\nthrough practised technique or brute force. If in close combat,\nthe character may use a Full Action to disarm his foe by\nmaking an Opposed Weapon Skill Test. If the character wins\nthe Test, the enemy drops his weapon at his feet. Should the\ncharacter obtain three or more Degrees of Success, he may\ntake the enemy’s weapon from him.\nDisTurbinG Voice\nThe character’s voice has particularly baleful or menacing\nqualities, causing others to quail before it. The character gains\na +10 bonus to all Intimidate or Interrogation Tests when\nemploying this talent, but suffers a –10 penalty to Fellowship\nTests when dealing with others in a non-threatening manner,\nsuch as animals, children, or the easily startled.\n\nThe character has experience of fighting in paired teams that\nwork together to take down their enemies. When ganging up\non an opponent, the character gains an additional +10 bonus\nto Weapon Skill Tests. If both characters who outnumber the\nenemy have this Talent, both gain an additional +10 bonus,\nfor a total of +20. This bonus is in addition to the normal\nbonus gained from outnumbering opponents.\nt\nPrerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with guns is such that he can target\ntwo shots on exactly the same point. When armed with two\npistols, the character may fire both simultaneously as a Full\nAction. A single Ballistic Skill Test is made, and if successful,\nthe character hits his target with both shots. As the character\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\nweapons provides its +10 bonus. The character does not suffer\nfrom the normal –20 Ballistic Skill penalty for wielding two\nweapons. If the attack hits, the target’s armour gets applied as\nnormal to both hits individually, but Toughness only counts\nonce against the combined damage rolls of both hits. A single\nsuccessful Dodge Test from the target avoids both shots.\nDual sTrike\nPrerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with melee weapons can place two blows\ntogether to maximise Damage. When armed with two melee\nweapons, the character may attack with both simultaneously\nas a Full Action. Make a single Weapon Skill Test. If the test is\nsuccessful, the character hits the target with both weapons. As\nthe character is swinging both weapons as a single attack, he\nmay take an Aim Action before attacking to get a +10 or +20\nbonus to the WS Test. The character does not suffer from the\nnormal –20 WS penalty for wielding two weapons. If the\nattack hits, the target’s armour gets applied as normal to both\nhits individually, but Toughness only counts once against\nthe combined Damage rolls of both hits. A single successful\nDodge or Parry Test from the target avoids both blows.\nDuTy unTo DeaTh\nPrerequisites: Willpower 45\nThe character’s will or faith can sustain him when his flesh\nfails. He ignores the effects of injury, Fatigue, and Stunning\nduring combat. This Talent does not prevent the Damage, but\nallows the character to temporarily ignore its effects for the\nduration of the combat. Death still affects him normally.\nelecTrical succour\nPrerequisites: Techmarine or Mechanicus Implants\nThe character can channel the sacred flow of energy from his\nPotentia Coil or other energy source to replenish his flesh.\nWhilst in contact with a functioning, powered machine or\nfully charged battery or power cell, the character may make\nan Ordinary (+10) Toughness Test. Success removes\none level of Fatigue plus one additional level of Fatigue for\neach additional Degree of Success. This takes one minute of\nmeditation and ritual incantation.\nelecTro GrafT use\nPrerequisites: Techmarine or Mechanicus Implants\nThe character may use his Electro Graft to access data ports\nand commune with machine spirits. This grants a +10 bonus\nto Common Lore, Inquiry, or Tech-Use Tests whilst connected\nto a data port.\neneMy\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe opposite of Good Reputation, the character is particularly\ndespised by a specific social group or organisation. The\ncharacter suffers an additional –10 penalty to Fellowship\nTests when dealing with this group. This Talent is cumulative\nwith the Rival talent, for a total –20 penalty.\n\n117\nIV: Talents & Traits\nThe GM and player may agree to award This talent when\nappropriate to the adventure or campaign. This Talent can\nbe removed with an Elite Advance, and the approval of the\nGM, if the character has redeemed himself with the group\nin question.\nenerGy cache\nPrerequisites: Techmarine or Mechanicus Implants\nThe character has learned to focus the power stored within\nhis Potentia Coil with greater efficiency. The character no\nlonger gains Fatigue from using Luminen Charge, Luminen\nShock, and Luminen Blast.\nenhanceD bionic fraMe\nPrerequisites: Machinator Array\nThe character’s already impressive bionic body structure is\nsteadied by a gyro-array guided by a targeting system linked\nto the machine-spirit. The character gains the Auto-stabilised\nTrait (see page 130).\ng\nTalent Groups: Each exotic weapon\nThe character is trained to use a particularly obscure type of\nweapon, allowing him to use armaments few others have ever\nseen. Weapons requiring this unique Talent are noted in their\narmoury descriptions. Weapon Skill or Ballistic Skill Tests used\nwith a weapon that a character does not have training for suffer\na –20 penalty.\neye of VenGeance\nPrerequisites: Astartes Weapons Training, Ballistic Skill 50\nThe Battle-Brother can focus his intent on where it is likely\nto do most Damage to his enemy and then strike the target\ndown with a single shot. The Battle-Brother may declare\nthat he is using this Talent before he makes a single ranged\nattack. If the attack hits, it ignores an additional point of\narmour per Degree of Success. If a 10 is rolled for Damage,\nit automatically triggers Righteous Fury without the need for\nanother Ballistic Skill Test (see Righteous Fury on page 245\nin Chapter VIII: Combat). This Talent may not be used in\nconjunction with Blast weapons, Semi or Full-Auto Bursts, or\nFlame weapons. It may, however, be used in conjunction with\naccurate weapons and in conjunction with making Called\nShots and taking Aim Actions.\nm\nThe Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility.\nIn addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official\narchitecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the\norganisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter.\nOrganisation\nDescription\nAdministratum\nThe vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind.\nAdeptus Arbites\nThe keepers of Imperial law and enforcers of loyalty to the Golden Throne.\nAdeptus Astartes\nThe genetically enhanced, power armour-clad angels of death.\nAdeptus Astra\nTelepathica\nThe organisation that trains and sanctions Imperial Psykers.\nAdeptus Mechanicus\nThe Tech-Priests are the preservers of technology and fabricators of machines.\nAdepta Sororitas\nThe female holy orders which include the Sisters of Battle.\nAdeptus Titanicus\nThe Titan Legions whose vast war machines shake planets when they walk.\nAstropaths\nThe telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic\ncommunications.\nChartist Captains\nThe masters of spacecraft who voyage within the bounds of the Imperium.\nEcclesiarchy\nThe keepers of faith in the Emperor’s divinity.\nImperial Guard\nThe Imperium’s vast armies of men and women.\nImperial Navy\nThe forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and\npersecute its wars in the darkness between stars.\nInquisition\nThe secretive protectors of the Emperor’s dominion.\nNavigators\nThe mutants whose abilities allow starships to pass through the warp and so travel between distant stars.\nOfficio Assassinorum\nThe secret bringers of death.\nPlanetary Defense Forces The military forces raised on planets to defend against invaders.\nRogue Trader\nA starship captain who possesses a charter granting him the right to voyage beyond the bounds of the\nImperium with power unbound.\nSchola Progenium\nThe schools that teach orphans of Imperial officials who have given their lives in the service of the\nEmperor.\nScholastica Psykana\nThe organisation that trains and sanctions Imperial Psykers.\n\n118\nIV : Talents & Traits\nexeMplar of honour\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nand inspire them to fight together against overwhelming\nodds. The Battle-Brother may spend a Fate Point as a Free\nAction to regain Cohesion equal to his Fellowship Bonus. He\nmay do this once per Round.\nfaVoureD by The Warp\nPrerequisite: Willpower 35\nWhenever a Psychic Power results in Psychic Phenomena,\nthe character may roll twice on that table and take the more\nfavourable result.\nfearless\nThrough hard experience with horrifying situations, fear no\nlonger commands the character’s actions. The character is\nimmune to the effects of Fear and Pinning, but disengaging\nfrom combat or backing down from a fight requires a\nsuccessful Willpower Test.\nfeeDback screech\nPrerequisites: Techmarine or Mechanicus Implants\nThe character can scramble his vox synthesizers, causing a\nhideous blast of noise that shocks and distracts others. All\nunprotected creatures within a 30-meter radius who have the\nability to hear must make a Willpower Test or lose a Half\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nferric lure\nPrerequisites: Techmarine or Mechanicus Implants\nThe character can cause an unsecured metal object within his\nfield of vision to fly into his hand. The object may weigh up\nto 1 kilogram per point of the character’s Willpower Bonus,\nand must lie within 20 metres. Using this Talent requires a\nFull Action and a successful a Willpower Test.\nferric suMMons\nPrerequisites:\nTechmarine\nor\nMechanicus\nImplants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\ngroup encompasses all non-Exotic weapons with the Flame\nspecial quality.\nflesh renDer\nPrerequisites: Adeptus Astartes\nThe Battle-Brother has a taste for the massive damage that\ncan be inflicted with chain weapons and other melee weapons\nthat rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\npicks the highest roll. For weapons that inflict several dice\nworth of Damage, only a single additional die is rolled.\nexaMple\nAverrus, a Deathwatch Assault Marine, attacks a Tyranid\nHormagaunt with his chainsword. Because Averrus’ chainsword\nhas the Tearing Quality, he benefits from his Flesh Render Talent.\nAverrus rolls 3d10 for Damage (getting a 9, 2, and 5 on the dice)\nand selects the best result (9).\nt\nPrerequisites: Intelligence 30\nLogic and analysis do for the character what Tarot and\nthe bones claim to do for the superstitious masses. By\ncareful consideration of all the possible consequences, and\nexamination of all evidence and information, the character\ncan identify the best path for success. By spending 10 minutes\nstudying or analysing a problem, the character gains a +10\nbonus to his next Intelligence Test.\n\n119\nIV: Talents & Traits\nfrenzy\nThe character’s temper and passion boil just below the surface\nof his psyche, mostly held in check by his rational mind, but\neasily released when needed. If the character spends one full\nRound fuelling his anger—by flagellation, drugs, or other\nmeans—on the next Round he goes into an uncontrolled rage,\ngaining a +10 bonus to Weapon Skill, Strength, Toughness,\nand Willpower, but suffering a –20 penalty to Ballistic Skill\nand Intelligence. The character must attack the nearest enemy\nin melee combat if possible. If he is not engaged with the\nnearest enemy, he must move towards that enemy and engage\nit if possible. The character will not take obviously suicidal\nactions such as leaping off a building in order to engage\nsomeone on the ground, but he will take any actions that\nhave a reasonable opportunity to engage in melee with the\nnearest enemy. While Frenzied, he is immune to Fear, Pinning,\nStunning effects, the effects of Fatigue, and he may not Parry,\nretreat, or flee. He remains Frenzied for the duration of the\ncombat. Unless the character has a Talent that allows him to\ndo so, he may not use Psychic Techniques whilst in Frenzy.\nSome beings are either permanently Frenzied or can Frenzy\nat will.\nt\nPrerequisites: Weapon Skill 35\nThe character’s speed and martial prowess allow him to land\nseveral blows where lesser combatants land one. If the character\nsuccessfully hits his target using the All Out Attack Action, he\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nGooD repuTaTion\nPrerequisites: Fellowship 50, Peer (of that group)\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character is well respected within a social group or\norganisation. The character gains an additional +10 bonus to\nFellowship Tests when dealing with this group. This Talent\nis cumulative with Peer, for a total of a +20 bonus. This\nbonus also applies to Influence Tests when dealing with this\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nPrerequisites: Techmarine\nUtilising his sacred ability to subtly affect ferrous materials,\nthe character may un-jam a number of weapons equal to his\nIntelligence Bonus, so long as they are within a 10-meter\nradius. A successful Intelligence Test indicates the character\nhas appeased the spirits of the weapons. This blessing requires\na Full Action.\nGunslinGer\nPrerequisites: Ballistic Skill 40, Two-Weapon Wielder\nThe character has trained with pistols for so long that they are\nlike extensions of his own body, barely requiring conscious\nthought to aim and fire. When armed with two pistols, the\ncharacter reduces the penalty for Two-Weapon Fighting by\n–10. If the character also possesses the Ambidextrous Talent,\nthe penalty is reduced to 0.\nw\nPrerequisites: Adeptus Astartes\nThe Battle-Brother strikes a single blow with such focus and\nforce that it breaks armour and pulps flesh as it strikes. When\nthe Battle-Brother makes an All Out Attack manoeuvre to\nmake a single melee attack, he may add half his Strength\nBonus to the weapon’s Armour Penetration. The attack\nalso counts as having the Shocking quality to represent the\nconcussive force of the blow’s impact.\nt\nPrerequisites: Agility 40\nLight on his feet, the character dodges and weaves as he\nmoves, skills learned from long years in the line of fire. When\nthe character performs a Charge or Run Action, opponents\nsuffer a –20 penalty to Ballistic Skill Tests made to hit the\ncharacter with a ranged weapon. This penalty continues until\nthe start of the character’s next turn.\nharDy\nPrerequisites: Toughness 40\nThe character’s constitution rebounds quickly from shock\nor injury. When undergoing medical treatment or healing\nfrom injures, the character recovers Damage as if Lightly\nDamaged.\nd\nTalent Groups: Chaos Space Marines, Daemons, Mutants,\nPsykers, Xenos (specific), other\nA group, organisation, or race has wronged the character in\nthe past, fuelling this animosity. When fighting opponents of\nthat group in close combat, the character gains a +10 bonus\nto all Weapon Skill Tests made against them.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nand SP\nThe character can employ some of the most devastating\nweapons of the battlefield. The character can use weapons\nof the groups for which he has selected this Talent, choosing\none new group each time the character obtains it. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\n\n120\nIV : Talents & Traits\nheiGhTeneD senses\nTalent Groups: Sight, Sound, Smell, Taste, Touch\nEither genetics or augmetics have made one of the character’s\nsenses are superior to others. When the character gains this Talent,\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon\nSkill Test simply because the character is using his eyes.\ng\nPrerequisites: Ballistic Skill 40, Agility 40\nThe character’s prowess with ranged weapons is such that he\ncan still fire accurately without his eye behind the weapon’s\nsights. As a Full Action, the character may both move up to his\nFull Move rate and make a single attack with a ranged weapon.\nThis attack can only be a single shot—no automatic fire.\nhunTer of aliens\nAliens are a foul and constant threat to the Imperium, and\nthe character has taken a vow to rid the galaxy of their foul\npresence. Though he knows such a task is greater than his\nactions alone, the character hopes the vile xenos blood he spills\ngoes some way to winning the Emperor’s war against this most\nterrible of foes. The character gains +10 to his Weapon Skill\nand +2 to melee weapon Damage when combating aliens.\niMproVeD Warp sense\nPrerequisites: Warp Sense\nThe character can now see the warp and physical universe side\nby side, no longer taking any concentration on his part. After\ngaining this Talent, the character may use the Psyniscience\nSkill as a Free Action.\ninfuseD knoWleDGe\nPrerequisites: Intelligence 40\nThe character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\nPrerequisites: Ballistic Skill 40\nThe character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nsuch that they would follow him into the warp vortices of\nthe Maw or on a boarding action against xenos corsairs. In\npersonal combat, while visible to the character, the followers\nare immune to Fear and Pinning.\ninspire WraTh\nPrerequisites: Fellowship 30\nThe character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\nhatred or anger, and this Talent doubles the number of\nindividuals affected. This Talent can be combined with Master\nOrator to further increase the number of listeners affected.\niron Discipline\nPrerequisites: Willpower 30, Command\nIron sharpens iron. The character does not coddle his\nsubordinates nor motivate them through kindness. The\ncharacter’s stalwart example and stern leadership exhorts them\nwith steel instead of spoils. If the character is visible to his\nfollowers, either in person or via vox- or pict-caster, they may\nre-roll failed Willpower Tests made to resist Fear and Pinning.\nIron Discipline can affect a number of targets equal to the\ncharacter’s Willpower Bonus, who must be under the character’s\ncommand. Player characters can benefit from Iron Discipline if\nthe character with this Talent is the official group leader.\n\n121\nIV: Talents & Traits\nw\nPrerequisites: Toughness 40\nThe character has taken blows from Orks and given back\nas good as he got. The character can bounce back from\nmost strikes without ill effects. If ever Stunned, a successful\nToughness Test allows the character to ignore the effects.\nd\nPrerequisites: Willpower 30\nThe character’s wide travels have shown him both wonders\nand horrors beyond the ken of most. The galaxy has thrown\nits worst at the character, and he has yet to flinch. Mundane\nevents, from death’s horrific visage to xenos abominations, do\nnot cause Insanity Points, nor Fear Tests. Terrors of the warp\nstill affects the character normally.\nkillinG sTrike\nPrerequisites: Adeptus Astartes\nSpace Marines are amongst the deadliest warriors in the\ngalaxy, and they have learned how best to place their blows\nfor maximum effect. When taking the All-Out Attack action,\na Space Marine may spend a Fate Point (before rolling the\ndice) to make his melee attacks for that round impossible\nto parry or dodge.\nleap up\nPrerequisites: Agility 30\nA combination of athletic ability and speed allow the\ncharacter to spring to his feet in virtually any circumstance.\nThe character may stand up as a Free Action.\ng\nPrerequisites: Nerves of Steel\nThe character has developed a sixth sense about hails of\ngunfire, allowing him to sense gaps and pauses in the lethal\nrain. The character is immune to Pinning by pistols and\nBasic Weapons, and he adds +1 AP to the value of any cover\nprotecting him from ranged attacks.\nliGhT sleeper\nPrerequisites: Perception 30\nThe slightest change in conditions or disturbance brings the\ncharacter from sleep to full awareness, remaining alert even\nin slumber. The character is always assumed to be awake,\neven when asleep, for the purposes of Awareness Tests or\nsurprise. Unfortunately, the character’s sleep is not deep and\ncan be frequently interrupted, resulting in a less-than-cheery\ndisposition when awake.\nliGhTninG aTTack\nPrerequisites: Swift Attack\nThe character’s speed with weapons is legendary, allowing him to\nlaunch flurries of attacks in melee. As a Full Action, the character\nmay make three melee attacks on his turn. The effects of this\nTalent replace those of Swift Attack rather than adding to them.\nThe use of Lightning Attack may not be combined with Dual\nStrike. If the character has the Two-Weapon Wielder Talent and\nis wielding two melee weapons, the character gains the advantage\nof Lightning Attack with only one of the weapons, and a single\nattack with the other. If the character has the Two-Weapon\nWielder Talent and is wielding a melee weapon in one hand and\na gun in the other, they gain the advantage of Lightning Attack\nwith the melee weapon and a single attack with the gun.\nliGhTninG reflexes\nThe character always expects trouble, even in the most innocuous\nsituations, allowing him to act quickly when needed. Add twice\nthe character’s Agility Bonus when rolling for Initiative. If the\ncharacter has Unnatural Agility, then add one to the multiplier\nbefore factoring the bonus into the character’s Initiative roll.\nliTany of haTe\nPrerequisites: Hatred (any)\nThe character’s belief in the righteousness of his hatred is\nso ingrained in his being that he can inspire the same hate\nin others. As a Full Action, make a Charm Test to extend\nthe effects of the character’s Hatred Talent to nearby allies.\nSuccess on the test confers a +10 bonus to WS when fighting\nhated foes to one ally per point of the character’s Fellowship\nBonus. The effects last for the duration of the encounter.\nt\nThe character’s logis processors work with preternatural speed,\nfiltering sensory input and allowing the character to analyse\nand anticipate the actions of those around him. By using the\ncharacter’s Reaction for the Round, the character may make a\nTech-Use Test to make use of this Talent. The character gains\na +10 bonus to all Weapon Skill and Ballistic Skill Tests until\nthe end of his next turn. The character must pass a Toughness\nTest when he uses this Talent or gain a level of Fatigue.\nt\nPrerequisites: Techmarine or Mechanicus Implants\nThe Omnissiah has blessed the character with augmetic conduits\nthat parallel the bones of his arms. By reciting the proper litany,\nthe character can channel the energy stored in his Potentia\nCoil down these channels and direct it at enemies. Success on\na Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\n\n122\nIV : Talents & Traits\nluMinen charGe\nPrerequisites: Techmarine or Mechanicus Implants\nThe character has mastered the union between his holy\nmechanical elements and his mortal flesh, allowing the\nformer to power the latter. With a successful Toughness\nTest, the character may recharge or power machinery with\nhis internal coils. This requires one minute of meditation and\nritual incantation. The difficulty of the Toughness Test varies\ndepending on the nature of the powered system:\nThe character must pass a Toughness Test when he uses\nthis ability or gain a level of Fatigue. No matter the power\nbestowed upon the character by the Omnissiah, some systems\nare either too large or too alien for this Talent—the GM is\nthe final judge.\nluMinen shock\nPrerequisites: Techmarine or Mechanicus Implants\nThe power of the character’s Potentia Coil flows through\na network of inductors within his flesh. This allows the\ncharacter to channel this energy into his blows. In close\ncombat, a successful Weapon Skill Test or Grapple delivers\nthe shock. The Luminen Shock inflicts 1d10+3 points of\nEnergy Damage with the Shocking Quality. The character\nmust pass a Toughness Test when he uses this ability or gain\na level of Fatigue.\nTalent Use: Half Action Attack\nMachinaTor array\nPrerequisites: Mechanicus Implants\nThe character has returned to the crèches of the Mechanicus\nso the Priesthood of Mars may bring him closer to the most\nholy of forms by adding an extensive machinator array to\nthe character’s existing augmetics. The character’s Strength\nand Toughness Characteristics are increased by +10. Reduce\nthe character’s Agility and Fellowship by –5. The character’s\nmass increases to three times that of a normal person, and\nthe character may no longer stay afloat or swim in water or\nsimilar liquids. The character may mount a single pistol or\nclose combat weapon on any Servo-Arm or Servo-Harness he\npossesses. The character must still have the proper Talent to\nuse the mounted weapon.\nMaGleV Grace\nPrerequisites: Mechanicus Implants\nThe character is implanted with anti-grav coils throughout his\nlower body, allowing him to hover just off the ground. Using\na Half Action, the character may hover 20–30 centimetres\noff the ground for a number of minutes equal to 1d10 plus\nthe character’s Toughness Bonus. The character must employ\na Half Action each Round to maintaining the rite, and may\nuse the other actions to move normally. The character may\nactivate this rite to slow his rate of descent when falling,\nreducing all falling Damage to 1d10+3 Impact. Each use of\nMaglev Grace exhausts the power stored in the character’s\nPotentia Coil, and so this Talent cannot be reused until the\nCoil has been recharged (usually 1d5 hours).\nMaGleV TranscenDence\nPrerequisites: Mechanicus Implants, Maglev Grace\nThe character has proven his devotion to the Machine God by\nlacing anti-grav coils through every portion of his body. Using\na Half Action, the character may hover 20–30 centimetres off\nthe ground for a number of minutes equal to 2d10 plus the\ncharacter’s Toughness Bonus. The character must employ a\nHalf Action each Round to concentrate on maintaining this\nrite, but any Move Action allows the character to move up to\nhis running speed. The character can slow his rate of descent\nwhen falling so long as this rite is active when the character\nreaches the ground, taking no falling Damage. Each time the\ncharacter enacts this rite, it drains 50% of the power stored\nin his Potentia Coil.\nMarksMan\nPrerequisites: Ballistic Skill 35\nThe character’s steady hand and eagle eye allows him to keep\ncrosshairs steady on any target, regardless of range. Distance\nis no protection against the character’s marksmanship, and\nhe suffers no penalties for Ballistic Skill Tests at long or\nextended range.\nMasTer chirurGeon\nPrerequisites: Medicae +10\nThe character’s advanced medical skills enable him to knit flesh\nwith deft same mastery. The character’s exceptional education\nin use of the Narthecium, med-slate, and supplemental drugs\ngive his patients an enormous advantage. The character gains\na +10 bonus on all Medicae Tests. If treating a Heavily or\nCritically Damaged patient, a successful test heals 2 Wounds\ninstead of 1. If the patient is in danger of losing a limb from\na Critical Hit (see Chapter VIII: Combat), the character\nprovides the patient with a +20 bonus to the Toughness Test\nto prevent limb loss.\nDifficulty\nExample\nOrdinary (+10)\nSimple Power Cell, Illuminator\nChallenging (+0)\nWeapon Charge Pack, Data Slate,\nBridge Terminal\nDifficult (–10)\nHotshot Charge Pack, Shuttle\nElectronics, Servo-Skull\nHard (–20)\nLascannon Charge Pack, Servitor,\nBridge Hololith\nVery Hard (–30)\nShip’s Cogitator Core, Reactor\nMachine Spirit, Xenos Tech\n\n123\nIV: Talents & Traits\nMasTer enGinseer\nPrerequisites: Tech Use +20, Mechanicus or Techmarine\nImplants\nThe character’s knowledge of engines and their machine\nspirits surpasses all but the most venerable servants of the\nMachine-God. The character can almost feel the plasma\npulsing through a reactor’s conduits as if it were his own\nveins. The character may spend a Fate Point for automatic\nsuccess on a Tech Use Test for enhancement, repair, or\nupgrade of a machine’s system, taking the minimum amount\nof time possible on the task.\nMasTer oraTor\nPrerequisites: Fellowship 30\nThe character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nand Fellowship-based Skill Tests affect 10 times the normal\nnumber of targets.\nMechaDenDriTe use\nPrerequisites: Mechanicus or Techmarine Implants\nTalent Groups: Servo-arm, Weapon, Utility\nThough there are many different types of Mechadendrite,\nthis Talent divides them into two broad categories:\nServo-Arm: Servo-arms are powerful mechanical arms fitted\nwith piston-driven claws that are equally effective as weapons\nas they are at repairing machines.\nWeapon: Mechadendrites of this type end in either ranged\nor close combat weapons, and have the supplemental support\nand strength necessary for combat. Servo-Arms and the\nServo-Harness may also count as this type.\nUtility: Including such varied types as Machine Spirit\nInterface, Manipulator, Medicae, Utility, Optical, and\ncountless others, these Mechadendrites generally require less\nhardy mountings, but all interface with the Cyber Mantle in\na similar manner.\nMeDiTaTion\nThe character has mastered his body and its reactions by the\npractice of meditative techniques, shutting down unnecessary\nfunctions that enables him to refresh both body and mind.\nSuccess on a Willpower Test and 10 minutes without\ninterruptions removes one level of Fatigue.\ng\nTalent Groups: Chain, Shock, Power, Primitive, Universal\nThe character has trained extensively with hand-to-hand\nweaponry, becoming proficient in the use of virtually all\nhand-held close combat arms. The “Universal” group includes\nthe Primitive, Chain, Shock and Power groups. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nMenTal raGe\nPrerequisites: Frenzy\nThe character’s madness and hate open his mind to the warp,\nallowing the character to use its power with little conscious\nthought. While in a Frenzied state, the character may use his\nPsychic Powers normally.\nt\nPrerequisites: Ballistic Skill 40\nThe character knows the weak points in every armour and\nmaterial, and has the skill to ensure that his shots land exactly\nwhere they do the most damage. The character adds +2 to\nDamage inflicted with a ranged weapon.\nMiMic\nVox synthesisers, training, or innate abilities allow the\ncharacter to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nthe same language. The character cannot accurately copy the\nvoice of a xenos due to the difference in physiology and the\nsubtle complexities of most alien languages. Listeners must\nsucceed on a Difficult (–10) Scrutiny Test to penetrate the\ndeception. If the character’s study used vox recordings or\ncomm-link conversations rather than in-person observation,\nthe Difficulty of the Scrutiny Test is reduced to Challenging\n(+0). The character’s deception automatically fails if the\nlistener can clearly see him.\nnerVes of sTeel\nLong years on the battlefield enable the character to remain\ncalm as fire impacts all around them. The character may re-\nroll failed Willpower Tests to avoid or recover from Pinning.\norThoproxy\nA liturgical circuit has been implanted within the character’s\nskull, allowing him to focus on the prayers recited by the\nproxy unit when the character’s mental fortitude is in peril.\nThe character receives a +20 bonus to Willpower Tests made\nto resist mind control or interrogation.\nparanoia\nThe character knows that danger lurks behind every corner\nand knows the galaxy will hit him as soon as he lets his guard\ndown. The character gains a +2 bonus on Initiative rolls, and\nthe GM may secretly test using the character’s Perception to\nnotice hidden threats. The price of this eternal vigilance is a\ntwitchy disposition and the inability to relax.\n\n124\nIV : Talents & Traits\npeer\nPrerequisites: Fellowship 30\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character knows how to deal with a particular social\ngroup or organisation. He gains a +10 bonus to all Fellowship\nTests when interacting with the chosen group. The GM and\nplayer may agree to award this Talent when appropriate to the\nadventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Primitive, Plasma\nSP, Universal\nThe character has practised with nearly every single-handed\nranged weapon within the confines of the Imperium, and no\nsmall number without. This talent confers proficiency with\nmost pistol-type weapons, including the Bolt, Las, Launcher,\nMelta, Plasma, Primitive, and SP groups. When a character\nattempts to use a weapon he does not have the correct Weapon\nTraining Talent for, he suffers a –20 penalty to any relevant\nWeapon Skill or Ballistic Skill Test.\nt\nPrerequisites: Intelligence 40, Fel 30\nThe character has an innate ability to derive meaning from\nunknown languages, and make himself understood using this\nintuitive grasp. The character treats all languages as Basic\nSkills. This is not the same as true knowledge of the language,\nand tests using this Talent suffer a –10 penalty due to the\nsimplistic nature of translation.\nw\nPrerequisites: Weapon Skill 40, Sure Strike\nThe character’s eye, hand, and weapon act seamlessly together,\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nd\nPrerequisites: Weapon Skill 40, Agility 50\nThe character is a swift moving bringer of death, a living,\nbloody scythe before whom foes die like corn before the\nreaper. The character may use Swift Attack and Lighting\nAttack as a Half Action rather than a Full Action. In addition,\nthe character may use the Swift Attack and Lightning Attack\nTalents during a Charge.\nprosanGuine\nPrerequisites: Autosanguine\nThrough the application of his will, the character may speed\nthe function of his Autosanguinators. By spending 10 minutes\nin meditation and ritual incantation, the character may make\na Tech-Use Test, and if successful, remove 1d5 points of\nDamage. If the character rolls a 96–100, he overstrains his\nimplants, losing the ability to use them for one week. During\nthat week, the character may use neither the Autosanguine\nnor Prosanguine Talents. Using Prosanguine requires 10\nminutes of meditation and ritual incantation.\ng\nThe character is a psyker; their power in game terms is rated\non a scale of 1 to 10, where Psy Rating 1 is the lowest to\nwarrant the attentions of the Scholastica Psykana and the\nBlack Ships, and a rating of 10 represents one of the most\npowerful of the entire human sphere. A Librarian begins play\nwith Psy Rating 3, as detailed on page 80 of Chapter II:\nSpecialities. See Chapter VI: Psychic Powers for detailed\nrules on the game mechanics of this ability. Increasing a\ncharacter’s Psy Rating represents that character unlocking\nmore of his psychic potential and becoming more and more\npowerful. A character may take this Talent multiples times.\nEach time this Talent is taken, the character’s Psy Rating is\nincreased by 1. An increase in Psy Ratings in Deathwatch\ndoes not give additional Psychic Powers.\npsychic Techniques\nTalent Groups: See Psychic Techniques\nEither through training or natural development, the character\nhas learned an additional Psychic Technique. Once this Talent\nhas been selected, the character may select one new Psychic\nTechnique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nspend more XP -he spent the required XP when he purchased\nthe Talent. This Talent may be chosen multiple times, each\nselection granting an additional Technique.\n\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nsimple thought. The character can Ready as a Free Action\nwhen armed with a pistol or basic ranged weapon, or a melee\nweapon that can be wielded in one hand.\nrapiD reacTion\nPrerequisites: Agility 40\nThe character has honed his reactions to a razor’s edge,\nallowing them to act while most stand dumbfounded. When\nsurprised or ambushed, a successful Agility Test allows the\ncharacter to act normally.\n\n125\nIV: Talents & Traits\nd\nThe firing ranges and weapon drill chambers are the character’s\nconstant abode, and hours of reloading countless magazines or\npower cells means that he can replace them without looking\nand without thinking. The character halves all reload times,\nrounding down. Thus, Half Action reload become a Free\nAction, a Full Action reload becomes a Half Action and so on.\nresisTance\nTalent Groups: Cold, Fear, Heat, Poisons, Psychic Powers\nThe character’s background, experience, training, exposure,\nor plain stubbornness has developed a resistance within him.\nEach time the character selects this Talent, choose one area\nof resistance. The character gains a +10 bonus when making\ntests to resist the effects of this group. The character’s GM\nmay wish to approve certain choices or have them justified by\nthe character’s past.\nriTe of aWe\nPrerequisites: Mechanicus or Techmarine Implants\nThe augmetic blessing of the Omnissiah on the character’s\nvoice box allows him to recite infrasonic liturgies that trigger\nawe and fear. All humans, regardless of their ability to hear,\nwithin a 50-meter radius feel a sense of dread and take a\n–10 penalty to their next Skill Test (including Weapon Skill\nand Ballistic Skill Tests). Player characters may ignore these\neffects with a successful Willpower Test. Whilst incanting\nthe rite, the character may not talk or communicate with\nothers. The rite requires one-Half Action speaking the litany\nin Techna-Lingua, and it is considered very bad form to\nbreak off the recitation before completion. Humans without\nauditory implants cannot hear infrasonic sounds, and though\nstill affected do not know the character is speaking.\nriTe of fear\nPrerequisites: Mechanicus or Techmarine Implants\nThe character’s infrasonic dirges cause terror in the weak. All\nhumans, regardless of their ability to hear, within a 50-meter\nradius treat the character as if he had a Fear Rating of 1. While\nincanting the dirge, the character may not communicate in\nany other way. The rite requires one-Half Action chanting\nin Techna-Lingua, and most would not consider halting\nthe incantations prior to their completion. Humans without\nauditory augmentation cannot hear infrasonic sounds, and\nthough still affected do not know the character is speaking.\nt\nPrerequisites: Mechanicus or Techmarine Implants\nThe character has replaced the creative half of his brain with\nsacred cranial circuitry. The character can no longer feel\nemotion, and instead embraces the crystal purity of logic.\nThe character is immune to Fear, Pinning, and any effects\nthat stem from emotional disturbance. The character’s GM\nremoves any Mental Disorders that no longer apply, and grant\nthe character appropriate new ones of equal severity. The\ncharacter’s comrades may find the character somewhat cold,\nthough other followers of the Omnissiah will rejoice in the\ncharacter’s newfound freedom.\ng\nPrerequisites: Psy Rating\nThe character has been trained to resist the dangers of the\nwarp: his resistance has been weighed and measured and\nfound to be sufficient for his power to be sanctioned. This\nceremony changes a psyker, and the character bears these\nphysical changes along with a Sanctioning Mark. Choose one\nresult on the Psychic Phenomena chart on page (other than\nPerils of the Warp). When rolling for Psychic Phenomena,\nthe character may substitute the specified result for the effect\nrolled on the table, so long as the character did not roll Perils\nof the Warp.\nriVal\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThis Talent represents aggressive competition and some\nanimosity with a particular social group or organisation. The\ncharacter suffer a –10 penalty to all Fellowship Tests when\ninteracting with the group in question.\nThe GM and player may agree to award this Talent when\nappropriate to the storyline. This Talent may be removed with\nan Elite Advance and the approval of the GM if the character\nhas taken suitable actions to earn the trust of the group.\nscourGe of hereTics\nThe character has taken a vow to purge heretics wherever\nhe finds them and has honed his skills in dispatching them.\nThis is not a blood-fuelled rage or the uncontrollable madness\nof death but rather a cold, calculated skill drilled into the\ncharacter through countless hours of training and prayer. The\ncharacter gains a +10 to his Weapon Skill and +2 to melee\nweapon Damage when combating heretics. It is up to the GM\nto decide exactly which enemies count as heretics.\nserVo-harness inTeGraTion\nPrerequisites: Techmarine Implants, Mechadendrite Use\n(Servo-arm)\nThe Techmarine has had his implanted systems integrated\nwith a many-armed servo harness, allowing him to use its\npincer-arms and weapon arrays as if they were extra limbs of\nhis body. The Techmarine may be fitted with and use a Servo-\nharness (see page 177 in Chapter V: Armoury) and may use\nweapons fitted to the harness in which he is proficient.\n\n126\nIV : Talents & Traits\nsharpshooTer\nPrerequisites: Ballistic Skill 40, Deadeye Shot\nThe character’s steady hand and eagle eye allow him to place\nshots exactly where he wants. When making a Called Shot,\nthe character does not incur the normal –20 penalty. The\neffect of this Talent replaces those of Deadeye Shot.\nsiGnaTure WarGear\nA tool of war has served the Battle-Brother in countless\nvictories, and is always at his side. Select one item from\nthe Armoury (excluding unusual ammunition) with a\nRequisition cost of 20 or less. This Requisition limit may\ninclude Upgrades and/or Craftsmanship modifiers in its\ncalculation. (For example, a Master-Crafted Flamer.) This item\nis permanently in the Battle-Brother’s possession without\nthe need to Requisition it, effectively becoming standard\nissue for him. He must meet any Renown requirement for\nthe item. A Battle-Brother may purchase this Talent multiple\ntimes in accordance with his Career Advances. Each time,\nnote the item it applies to such as Signature Wargear (Master-\nCrafted Flamer).\nsiGnaTure WarGear (MasTer)\nPrerequisites: Signature Wargear for the item selected\nThe Battle-Brother has forged a bond with his chosen tool of\nwar, and can perform impressive feats with it. The maximum\nRequisition cost of his Signature Wargear increases to 40. (At\nthe time this Talent is purchased, you may choose to apply\nadditional Upgrades to your existing Signature Wargear,\nor replace the Signature Wargear item with a new item\nworth up to 40 Requisition.) Choose one applicable effect\nfrom the table below and apply it when equipped with the\nSignature Wargear.\nsiGnaTure WarGear (hero)\nTalent Groups: Weapon, Armour, Relic, and Wargear\n(includes Servitors)\nThe Battle-Brother has been permanently entrusted with\nartificer armour, a Space Marine relic, master-crafted weapon,\nor some other prestigious and rare tool of the Adeptus\nAstartes. Select one item from the Armoury (excluding unusual\nammunition) with a Requisition cost of 70 or less. This\nRequisition limit may include Upgrades and/or Craftsmanship\nmodifiers in its calculation. This item is permanently in the\nBattle-Brother’s possession without the need to Requisition\nit, effectively becoming standard issue for him. He must meet\nany Renown requirement for the item. A Battle-Brother may\npurchase this Talent multiple times in accordance with his\nCareer Advances. Each time, note the item it applies to such\nas Signature Wargear (Artificer Armour).\nsounD consTiTuTion\nThe character gains an additional Wound. The character may\npurchase this Talent multiple times, the exact number of times\nis determined by his Career Path. When a character has gained\nthis Talent multiple times, note the number of times it’s been\ntaken after the Talent, such as Sound Constitution 3.\nslayer of DaeMons\nVowing to battle the beyond, the character has marked\nthe warp-spawned for death. The character gains a +10 to\nhis Weapon Skill and +2 to melee weapon Damage when\ncombating daemons.\nt\nThe character can move at great speeds. When taking a\nFull Move Action, the character can move an extra number\nof metres equal to his Agility Bonus. When taking the Run\nAction, the character may double his movement for one\nRound. The character gains one level of Fatigue if he uses\nthis Talent two Turns in a row.\n\nPrerequisites: Adeptus Astartes\nThe Battle-Brother stands immovable and indomitable, as if\nhe were made of rock and iron against which foes break like\nwater against a cliff. The Battle-Brother may spend a Fate\nPoint as a Full Action to adopt a Stalwart Defence. While\nadopting this condition, the Battle-Brother may not move\nand may not Dodge. He may make a Parry reaction against\nall successful strikes against him, and all Damage he suffers\nis reduced by –2. Furthermore, the character’s enemies gain\nno benefits for outnumbering the Battle-Brother in close\ncombat. These effects last until the Battle-Brother chooses\nto end his Stalwart Defence or until he is rendered incapable\nof fighting.\nTable 4–2: Signature Wargear (Master)\nEffect\nApplies to\nYou know how to wield the weapon to\nmaximum effect. Gain +10 to Attack Tests\nmade with this weapon.\nWeapons\nYour defences are at their best wearing this\narmour. Add +10 to Dodge Tests.\nArmour\nYour affinity with this device serves you on\nand off the battlefield. Re-roll failed Skill Tests\nmade to use the item.\nWargear\nThe machine spirit is as trusted as any Battle-\nBrother. Gain +1 Cohesion.\nAny item\nYour guardian machine spirit aids you in\nthwarting enemies. Gain +2 Initiative.\nAny item\nFaith in your war gear bolsters your morale.\nGain +5 on WP tests.\nAny item\n\n127\nIV: Talents & Traits\nsTep asiDe\nPrerequisites: Agility 40, Dodge\nThe character can sway his body out of the path of an attack,\ncausing it to pass through thin air. The character may make\nan additional Dodge once per Round. In effect, this gives the\ncharacter a second Reaction that may only be used to Dodge,\nallowing two Dodges in a Turn. However, the character may\nstill only attempt a single Dodge against one attack.\ng\nThe character is an experienced survivor of the kind of\nmurderous fights that occur in the depths of an underhive or\nstinking alleys of a sink hab. When dealing Critical Damage\nwith an unarmed attack or knife, the character deals an\nadditional +2 points of Damage.\nsTorM of iron\nPrerequisites: Adeptus Astartes\nWhen facing massed enemy, the Battle-Brother’s firepower is\nlaid down in precise patterns and well trained rhythm, so that\nthey create a storm of iron that kills and maims many. By such\ndiscipline, the Battle-Brother has faced enemies many times\nhis number and emerged victorious. When using a flamer or\nfiring a Semi or Full Auto Burst against an enemy with the\nHorde trait, the Battle-Brother doubles any Damage that he\ndeals to the Horde’s Magnitude. For example, if the Battle-\nBrother’s attacks would reduce the Horde’s Magnitude by 5,\nthis amount is doubled to 10.\nd\nPrerequisites: Willpower 30, Resistance (Psychic Powers)\nThe character’s conditioned mind acts as a fortress against\npsychic attacks. The character may re-roll failed Willpower\nTests to resist any Psychic Powers that affect his mind. Psychic\nPowers that have a physical effect, such as Telekinesis, are\nunaffected by this Talent.\nsure sTrike\nPrerequisites: Weapon Skill 30\nThe character has a degree of control over where his melee\nattacks land. When determining hit location for a melee\nattack, the character may use the dice as rolled, or he may\nreverse them, choosing the preferred location. For example, if\nCassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstrike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\nsWifT aTTack\nPrerequisites: Weapon Skill 35\nThe character’s speed and martial ability allows him to land\nflurries of blows. As a Full Action, the character may make two\nmelee attacks. If the character has the Two-Weapon Wielder\nTalent and is wielding two melee weapons, the character\ngains the advantage of Swift Attack with only one of the\nweapons, and a single attack with the other. If the character\nhad the Two-Weapon Wielder Talent and is wielding a melee\nweapon in one hand and a gun in the other, the character gets\nthe advantage of Swift Attack with the melee weapon and a\nsingle attack with the gun.\nTakeDoWn\nAs a Half Action, the character may declare that he is\nattempting a takedown before making his Weapon Skill\nTest. If the character hits and would have done at least 1\npoint of Damage, it is ignored, but the character’s opponent\nmust make a Toughness Test or be Stunned for 1 Round. In\naddition, when performing a Stun Action, the character does\nnot suffer a –20 penalty to his Weapon Skill.\nd\nTalent Groups: Any Skill\nThe character has an affinity for a particular Skill. Choose any\none of the character’s Skills, and gain a +10 bonus to tests\nmade using the Skill.\nTarGeT selecTion\nPrerequisites: BS 50\nThe character’s dread gaze marks out his chosen victim, and\nnot even the riotous confusion of close combat interferes. The\ncharacter may shoot into melee with no penalty.\nTechnical knock\nPrerequisites: Intelligence 30\nEither through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\n\n128\nIV : Talents & Traits\nThe flesh is Weak\nPrerequisites: Mechanicus or Techmarine Implants\nThe character’s body has undergone significant bionic\nreplacement to the point where he is far more machine than man.\nThis Talent grants the character the Machine Trait (see\npage 133)\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nnumber of times this Talent has been taken, such as The Flesh\nis Weak 3.\nThunDer charGe\nPrerequisites: Adeptus Astartes\nThe Battle-Brother charges into combat using his armoured\nbody as an additional weapon. Driven by his armour and\nthe Battle-Brother’s enhanced muscle, the impact of such a\ncharge is like being struck by a thunderbolt. When the Battle-\nBrother makes a Charge Action, first make an unarmed attack\n(see page 245 for more details) against every opponent he is\ncharging. This represents slamming into the enemy with the\ncharacter’s armoured bulk. This attack automatically also has\nthe potential to knock the opponent down in the same way\nas if the Battle-Brother had used the Knock Down Action\nsee page 241 for more details). Once this attack has been\nresolved, the Battle-Brother may make his normal Charge\nAttack as normal. If the Battle-Brother charges a Horde, he\nmay make d5+1 unarmed attacks against the Horde.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\nPrerequisites: Intelligence 30\nMental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\nPrerequisites: Toughness 40\nThe character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nthe Scything Talon strike still does 8 Damage. Unfortunately,\nit’s been tough going and Agamemnon only has 4 Wounds\nremaining, which would normally result in 4 points of Critical\nDamage. However, since he has the True Grit Talent, he only\ntakes 2 points of Critical Damage.\nTWo-Weapon WielDer\nTalent Groups: Ballistic, Melee\nPrerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nsame type, the character may spend a Full Action to attack\nwith both. Both tests made to attack with the weapons suffer\na –20 penalty (see Chapter VIII: Combat for more details\non fighting with two weapons). The character must possess\nTwo-Weapon Wielder (Melee) and Two-Weapon Wielder\n(Ballistic) if he wishes to use a gun and hand weapon with\nthis Talent.\nunarMeD MasTer\nPrerequisites: Weapons Skill 45, Agility 40, Unarmed\nWarrior\nThe character has developed unequalled mastery of unarmed\ncombat techniques. The character’s unarmed combat attacks\ndo 1d10 + Strength Bonus in Impact Damage, and these\nattacks no longer have the Primitive quality.\n\n129\nIV: Talents & Traits\nunarMeD Warrior\nPrerequisites: Weapons Skill 35, Agility 35\nDue to extensive training in unarmed combat, the character’s\nunarmed combat attacks do 1d10–3 + Strength Bonus in\nDamage instead of 1d5–3. Because of the character’s advanced\ntraining against both armed and unarmed foes, he does not\ncount as Unarmed, as defined on page 245, when making\nattacks against armed opponents. The character’s unarmed\nattacks still count as having the Primitive quality.\n\nPrerequisites: Adeptus Astartes, Fellowship 40\nThe Battle-Brother is a source of inspiration to those around\nhim; when all seems lost, he stands defiant and by his deeds\nraises the warrior spirits of his comrades. If the squad has\nsuffered Cohesion Damage caused by the enemy in the\npresent or previous Round, the Battle-Brother may declare\nthat his next Action is an act to demonstrate that the squad is\nunbowed and unbroken. His next Action may be one of the\nfollowing: a ranged attack against the enemy, a melee attack\nagainst the enemy, or a Challenging (+0) Fellowship Test\nthat represents a roar of defiance or exhortation to heroism. If\nthe test involved in the Action (the attack roll or Fellowship\nTest) succeeds, then the Battle-Brother and those within\nSupport Range of him regain all of the Cohesion they lost to\nCohesion damage in this or the last round.\nunshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nthe character can face any danger. The character may re-roll\nany failed Willpower Tests to avoid the effects of Fear (see\npage 276).\nWall of sTeel\nPrerequisites: Agility 35\nThe character’s skill with blades is so profound that to try to\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second\nReaction that may only be used to Parry. The character may\nonly attempt a single Parry against any one attack.\nWarp affiniTy\nPrerequisites: Psy Rating\nThe character has a special connection to the warp, allowing\nhim to sense and avoid its less desirable effects as he channels\nits power. The character may not select this Talent if he has\nundergone the Rite of Sanctioning. When rolling for Psychic\nPhenomenon, the character may discard the die roll, gaining\n1d5 Corruption Points, and then re-roll with no modifiers.\nt\nPrerequisites: Psy Rating, Strong Minded, Willpower 50\nThe sheer power of the character’s mind allows him to\nchannel vast amounts of warp energy. When pushing, the\ncharacter may add +1 to his Psy Rating and subtract –10 on\nany resultant Psychic Phenomenon rolls.\nWarp sense\nPrerequisites: Psy Rating, Psyniscience Skill, Perception 30\nThe character’s senses have evolved to perceive the warp in\nparallel with the physical world, though it requires some\nconcentration to do so. After gaining this Talent, using\nthe Psyniscience Skill requires a Half Action instead of a\nFull Action.\nWeapon-Tech\nPrerequisites: Techmarine\nIt is in the nature of a Techmarine to become concerned with\nlearning the blessed and secret intricacies of weaponry. Once\nper combat, the Techmarine can enhance his weapon or seek\nout the weak points in an opponent’s armour, increasing the\nTechmarine’s deadliness. The effects of this mean that for one\nRound per combat encounter, a weapon personally wielded\nby the Techmarine from the Melta, Plasma, Power, or Exotic\ncategory increases its Damage and Penetration by an amount\nequal to the character’s Intelligence Bonus.\nWhirlWinD of DeaTh\nPrerequisites: Adeptus Astartes\nWhen facing massed opponents in combat, the Battle-Brother\nbecomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nany Damage dealt to the Horde’s Magnitude. For example,\nif the Battle-Brother’s attacks would reduce the Horde’s\nMagnitude by 3, this amount is doubled to 6.\n\nPrerequisites: Adeptus Astartes, Intelligence 40\nThe Battle-Brother has survived many wars, seen much, and\nbeen favoured with the experience of his chapter’s most\nancient warriors. Within their mind and soul, they hold the\nwell of knowledge that stretches back far before they were\nraised to become one of the Adeptus Astartes. The Battle-\nBrother may spend a Fate Point during a combat to get\ninsight on a situation. This is represented by the player asking\nthe GM a question about the immediate situation the Battle-\nBrothers faces, which the GM should answer as helpfully as\npossible. For example when trapped in a genestealer-infested\nspace hulk, the question might be, “What is the most likely\nroute to the main reactor?”", + "category": "talents", + "tags": [ + "prerequisites", + "talent", + "talents" + ], + "aliases": [ + "prerequisites", + "talent" + ], + "relatedRules": [ + "Traits" + ], + "page": 113, + "pageEnd": 130, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 80 + }, + { + "id": "cr-traits-trait-descriptions", + "rule_id": "cr-traits-trait-descriptions", + "title": "Trait Descriptions", + "summary": "Creature and character trait rules.", + "content": "130\nIV : Talents & Traits\nTraits\n“Weapons are not found only in the hands of a warrior. They are\nfound in their blood, in the bones, and in their indomitable spirit.\nWith such weapons, how can we fail to conquer?”\n–attributed to Lord Solar Macharius\nS\nkills and Talents represent ability and knowledge\ngained over the course of a character’s life. Traits, then,\nare innate abilities gained by virtue of birth and racial\nircumstance. They may be gained through other means later\nin life, but they are almost never gained through choice. As\nindicated in Chapter I: Character Creation, player characters\nacquire certain traits as a result of their origins, experience or\nother factors that make them who and what they are.\nTraiT DescripTions\nDescriptions of the various traits follow.\naMorphous\nAn amorphous creature has a malleable form, capable of\nsqueezing its body or expanding it. It can change size by one\nstep in either direction, though doing so does not change\nits speed. Creatures with this trait determine their movement\nrates using one-half their Agility Bonus (rounding up).\nAmorphous creatures are often missing senses and so rely on\nthe Unnatural Senses Trait to perceive their surroundings.\ng\nThe creature is encased in armour plating, increasing its\nArmour Points by 2 to all locations.\nd\nThe creature always counts as braced when firing heavy\nweapons and may fire on semi- or full-automatic as a\nHalf Action.\nbesTial\nA creature with this trait is animalistic, tending to behave\ninstinctively rather than rationally. No matter how high its\nIntelligence score is, it is still bestial. A creature with this\ntrait never needs to make a Survival Test whilst in its natural\nhabitat. Unless starving or desperate, a bestial creature must\nmake a Willpower Test when frightened, startled or injured.\nOn a failed test, the creature flees.\nd\nBlind creatures automatically fail all tests based on vision and\nautomatically fail all Ballistic Skill Tests. Such creatures take\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily involve or are benefited by vision.\nblooD soakeD TiDe (horDe)\nThe horde with this trait is teetering on the brink of madness.\nThese bloodthirsty madmen thrive on the slaughter of battle.\nWhen the horde fails a Willpower test to avoid being broken,\nor would have broken automatically (see Breaking a Horde\non page 360 in this chapter), it is not broken, but instead\ngains the Fearless and Frenzy Talents.\nbruTal charGe\nA creature with this trait deals an extra 3 points of damage\nwhen it charges in the same round. A horde with this trait\ndoes an additional 1d10 damage when it charges in the same\nround.\nburroWer\nA creature with this trait can move through solid objects\nby burrowing through them. This trait always includes a\nnumber to indicate speed. Such creatures can burrow through\nsoil, rock, sand, and so on, though some (expressed in the\ncreature‘s entry) can burrow through metal. When a creature\nburrows, it leaves behind a tunnel. Creatures of one size\nsmaller than the creature that created the tunnel can enter\nthese areas without impediment. There is a 50% chance each\nround that the tunnel collapses behind the creature.\ncraWler\nWorms, serpents, and similar creatures crawl and slither rather\nthan walk. The base move for a creature with this trait is half\nits Agility Bonus, but it does not take penalties for moving\nover difficult terrain.\nDaeMonic\nDaemonic creatures are creatures of the Warp, but can\nmanifest in realspace either through sheer strength of will,\nhunger, or occult rituals. Creatures with this trait multiply\ntheir Toughness Bonus against all damage by the number\nindicated in parentheses after the trait in the same manner\nas an Unnatural Characteristic (see page 136). The effects of\nthis trait stack with the effects of the Unnatural Characteristic\ntrait. The effects of this trait are ignored for damage inflicted\nby force weapons, psychic powers, holy attacks, or other\ncreatures with this trait. Daemonic creatures are also immune\nto poison and disease.\nt\nA creature with this trait sees normally even in areas of total\ndarkness, and never takes a penalty for fighting in areas of\ndim or no lighting.\nDisciplineD (horDe)\nThe horde is made up of hardened and well-disciplined troops\nwho do not break and flee even after having sustained terrible\n\n131\nIV: Talents & Traits\ncasualties. The horde with this trait does not suffer the –10\npenalty to Willpower tests to resist breaking if it is below 50%\nof its staring magnitude. Also, it does not automatically break (see\npage360) if it is below 25% of its starting Magnitude.\nfear (Variable)\nA creature with this trait has an unnerving appearance. The fear of\nit always has an associated rating (1–4) to reflect just how awful\nthe creature is to behold. See page 277 for the effects of Fear on\nSpace Marines.\nTable 4–3: Traits\nTrait\nDescription\nAmorphous\nCreature is a blob, and slow.\nArmour Plating\nIncrease Armour Points by 2.\nAuto-stabilised\nAlways counts as braced.\nBestial\nNo need to make Survival Tests in natural habitat, test Willpower to avoid flight.\nBlind\nCannot see.\nBlood Soaked Tide\nA horde becomes Frenzied and Fearless rather than breaking.\nBrutal Charge\n+3 damage on a charge.\nBurrower\nMove by digging.\nCrawler\nCalculate Movement by half Agility Bonus. No penalties for moving over difficult terrain.\nDaemonic\nDouble TB against normal weapons, immune to disease and poison.\nDark Sight\nSee in darkness.\nDisciplined\nA horde is resistant to breaking.\nFighting Withdrawal\nA horde that breaks moves back in good order.\nFire Drill\nA horde gains an extra ranged attack.\nFear\nForces others to make Fear Tests to avoid Shock and Madness.\nFlyer\nFly and enter any altitude.\nFrom Beyond\nImmune to Fear, Pinning, Insanity Points, and mind-affecting powers.\nHoverer\nFly and enter the hover altitude.\nImproved Natural Weapons Creature’s Natural Weapons are no longer Primitive.\nIncorporeal\nCreature can become insubstantial.\nInstinctive Behaviour\nCreature has a set of reactions to stimuli.\nMachine\nCreature gains immunities and resistances.\nMultiple Arms\nCreature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving\nmovement.\nNatural Armour\nGain one or more Armour Points to all locations.\nNatural Weapons\nUnarmed attacks deal 1d10+SB damage.\nOverwhelming\nA Horde does extra damage in melee.\nPhase\nSwitch between incorporeal and corporeal as a Half Action.\nPossession\nTake control of another creature.\nQuadruped\nMovement equals AB×2.\nRegeneration\nTest Toughness to remove 1 damage.\nSize\nDetermines creature’s size and benefits.\nSonar Sense\nPerceive surroundings flawlessly within 30 metres.\nSoul-bound\nBound to a particular group or creatures in exchange for certain benefits.\nStampede\nFailed Willpower Test causes creature to flee, trampling anything in its path.\nStrange Physiology\nDeath when damage equals Wounds.\nStuff of Nightmares\nGain appalling list of immunities.\nSturdy\n+20 bonus to resist grapple and takedown.\nSynapse Creature\nThis creature grants the Fearless Talent to nearby Tyranids.\nTouched By The Fates\nThe being has Fate Points and may benefit from Righteous Fury.\nToxic\nGain poisonous attack.\nTyranid\nThis creature possesses many immunities.\nUndying\nThe creature does not need to breathe and cannot be harmed by diseases, poisons, or toxic effects.\nUnnatural Characteristic\nIncreases one Characteristic Bonus.\nUnnatural Senses\nPerceive surroundings by uncanny means.\nUnnatural Speed\nDouble Agility Bonus for purpose of determining movement.\nWarp Instability\nCreature must deal damage if damaged, or be cast back into the Warp.\nWarp Weapons\nCreature’s weapons ignore Armour.\n\n132\nIV : Talents & Traits\nfiGhTinG WiThDraWal (horDe)\nThough broken, the horde does not simply flee, but makes\na fighting withdrawal that prevents its enemies from simply\noverwhelming it. When a Horde with this trait breaks, it does\nnot flee moving at its Sprint rate of movement, but instead\nwithdraws at any movement rate that is appropriate. The Horde\nwill also continue to make ranged attacks as it withdraws.\nfire Drill (horDe)\nThe horde is made up of troops that are trained and drilled to\nfire in a deadly rhythm that soaks its enemy in fire. The horde\nwith this trait may always make one additional ranged attack\nin addition to those it could normally make.\nflyer\nA creature with this trait has the natural ability to fly, whether\nwith broad leathery wings, strange warp energies, or inflatable\ngas sacs. This trait always includes a number to indicate at\nwhat speeds it moves when it flies. For more details on flying,\nsee Chapter VII: Playing the Game.\nd\nThe mind of a creature with this trait is beyond the petty\nfrailties and precarious sanity of a mortal mind. It is immune\nto Fear, Pinning, Insanity Points, and psychic powers used to\ncloud, control, or delude its mind.\niMproVeD naTural Weapons\nThis creature’s attacks are powerful enough to crush plasteel\nor punch through armour. The creature gains all the benefits\nof the Natural Weapons Trait, except that its attacks do not\ncount as Primitive.\nhoVerer\nCreatures with this trait have a limited capability for flight,\nflying no higher than 2 metres. As with the Flyer trait, this\ntrait always includes a number to indicate speed. For more\ndetails on flying, see Chapter VII: Playing the Game.\nincorporeal\nIncorporeal creatures are insubstantial and weightless, able to\npass through solid objects such as walls and weapons. An\nincorporeal creature gains a +30 bonus on Concealment\nTests when hiding inside something. If it wishes, it may\nbecome completely silent, automatically passing any Silent\nMove Tests it is required to make.\nAn incorporeal creature is also immune to normal\nweapons—they simply pass through its body as if it wasn’t\nthere. Daemons, psychic powers, warp creatures, other\nincorporeal creatures, and opponents armed with force\nweapons may all injure an incorporeal creature normally. An\nincorporeal creature can’t normally affect the mortal world,\nand thus can’t damage non-incorporeal opponents unless\nit has a suitable special ability or talent. Creatures with\nthe Incorporeal trait can damage other creatures with the\nIncorporeal trait normally.\nCertain devices can keep an incorporeal creature at bay,\nmost notably the Gellar Field of a spaceship. Creatures with\nthis trait cannot pass through such a field.\ninsTincTiVe behaViour (TyraniD)\nA Tyranid creature with this trait will be reduced to acting\naccording to their instincts if they are separated from the\ncontrolling presence of the Hive Mind. In effect, this means\nthat any encounter in which creatures with this trait are not\naccompanied by a Tyranid creature with the Synapse Creature\ntrait (see page 135 in this chapter), they will behave in a\nparticular way. The creature’s instinctive behaviour is noted\nin parenthesises and has the following effects:\nFeed: The creature’s instinct is to feed on flesh, blood, and\nbone and its hunger can never be sated. The creature will try\nto find and attack any living, biological, non-Tyranid creature\nand eat them. In this state, the creature gains the Fearless and\nFrenzy talents. The same applies to a Horde with this trait not\nunder the influence of a synapse creature.\nLurk: The creature’s instincts are to find shelter from\nattack, to hide and survive. It will try to flee and find shelter in\nwhatever way the situation allows. In a starship, for example,\nit may scuttle into the ducting system. When confronted, the\ncreature’s aim is to try to escape and will only attack if left\nno avenue for escape or in order to survive. If a Horde with\nthis trait is not under the influence of a synapse creature, it\nwill automatically break (see Breaking a Horde on page 360\nof this chapter).\nStalk: The creature’s instinct is to remain unseen, to find\nprey, slay it, feed, and then resume its hunt for others. In\nthis state, the creature gains the Stealth (Ag) +10 skill. It\nwill not attack enemies unless it can take them by surprise\n\n133\nIV: Talents & Traits\nor outnumbers them. Having made a kill, the creature briefly\nfeeds before fleeing. A horde with this trait automatically\nbreaks (see Breaking a Horde on page 360 of this chapter),\nwith individual creatures scattering to find shadows from\nwhich to begin their hunt.\nMachine\nA creature with the Machine trait is fashioned from inorganic\nmaterials and is generally more rigourous then fleshy folks.\nMachines do not breathe, are immune to the effects of a\nvacuum, extremes of cold, any mind-influencing psychic\neffect, and their Armour Points apply toward fire damage.\nMachines are also resilient to injury, having 1 to 5 Armour\nPoints for each location. This number is indicated next to\nthe trait.\nMulTiple arMs\nThis creature has more than one pair of arms. It increases its\nToughness Characteristic by +10 and gains a +10 bonus on\nStrength Tests involving movement such as Climb and Swim.\nFinally, the creature may use the Multiple Attack action to\ngain two attacks on its turn. If the creature also has the Swift\nor Lightening Attack Talent, this trait increases the number of\nattacks they make with a multiple attack action by +1.\nnaTural arMour\nThis creature has a naturally tough hide or an exoskeleton,\naffording it some protection against attacks. This trait always\nincludes a numeric value to indicate how many Armour Points\nthe creature gains to all locations.\nnaTural Weapons\nThis creature has sharp claws, teeth, spines or some other\nnatural weapon with which it can slice and dice its foes. It\ncounts as being armed even when not wielding weapons. Its\nattacks deal 1d10 points of damage plus its Strength Bonus.\nThe creature may make attacks with its Natural Weapons\nusing its Weapon Skill, though it cannot parry with its natural\nweapons, nor can it be disarmed—unless, of course, you hack\noff its limbs! Natural weapons always count as Primitive.\noVerWhelMinG (horDe)\nThe creatures that make up the horde are capable of swarming\nover enemies and ripping them apart with a thousand cuts.\nThe horde with this trait always rolls an extra 1d10 for\ndamage caused by the horde in close combat as long as it has\na magnitude equal to or greater than 20.\nTraiT: Mechanicus iMplanTs\nThe character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is\nvessel for the following implants:\nt\nThe Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this\nallows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such\nas skull shunts, finger probes, or spine jacks.\nelecToo inDucTors\nElectoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are\nwired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred\nmysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.\nt\nA Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest.\nThe unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also\ncontains a vox-synthesiser capable of transmitting the voice in a variety of ways.\ncyber-ManTle\nThe Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage.\nAs the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the\nOmnissiah, this cyber-mantle is often referred to as “the true flesh.”\npoTenTia coil\nCradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce\nvarious types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.\ncranial circuiTry\nCranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit\nwithin housing bolted onto the skull, whilst others nestle within the brain itself.\n\n134\nIV : Talents & Traits\nphase\nA creature with this trait can transform its body into an\ninsubstantial state, passing ghost-like through solid objects\nor barriers of any sort. This trait functions exactly like the\nIncorporeal trait, except the creature may become solid or\ninsubstantial by spending a Half Action.\nPhase carries additional limitations. A creature in a phased\nstate cannot cross psychically charged barriers, holy wards, or\nenergy fields designed to flux space or manipulate the warp\nsuch as a Gellar Field or a Void Shield.\npossession\nCertain spirit-beings and denizens of the warp have the\nability to possess mortal bodies. This is a far more insidious\nand damaging process than most forms of mental control, or\neven the power of the strongest psykers to ‘ware’ the bodies\nof others, as the very fabric of the assaulting warp being is\nmerged with the victim’s living body on a fundamental level\nso as to allow it to remain in our reality. The mechanisms by\nwhich these possessions occur in the game are detailed below,\nalthough circumstance and the nature of the entity itself may\nvary. Note that Daemonhosts, being extraordinary powerful\nexamples of deliberate, ritualistic possessions, designed to\nbind and control daemons in living vessels, are a special case\nand dealt with separately.\nThe possession attack\nThe entity must be within a few metres of its intended\nvictim and use a Full Action. The creature and target make\nOpposed Willpower Tests each round until either the entity\nor the victim achieve a total of five degrees of success over\nthe other—this is cumulative over several rounds. If the entity\nwins, it successfully possesses its victim. If their victim wins,\nhe has repelled the entity who may not attempt to possess\nhim again for 24 hours. A repelled entity also takes 1d10\npoints of damage.\nThe effects of possession\nA possessing entity takes control utterly, binding itself to its\nvictim, and is capable of commanding the body to function\nregardless of pain and injury, (and indeed might delight in\ndamaging or altering it to suit its whims). The victim increases\nits Strength and Toughness Characteristics by 10 and gains\n1d10 Wounds. The victim uses the possessing entity’s\nIntelligence, Perception, Willpower, and Fellowship, and uses\nthe entity’s Psy Rating and powers in place of its own (if\nany). Likewise, the possessed creature uses any mind-related\nskills and talents had by the entity and loses its own.\nThe entity may also attempt to recall memories and skills\nfrom its victim with a successful Intelligence Test. In the case\nof possession by daemon the victim has a good chance of\nbecoming immediately mutated, and likely becomes further\nmutated the longer the possession continues.\nsurviving possession\nShould the victim survive and the entity is cast out by\nexorcism or some other means, then the ordeal deals 2d10\npoints of permanent damage to the character’s Toughness and\nWillpower Characteristics. In addition, the victim gains 1d10\nInsanity Points.\nd\nQuadrupeds are much quicker over a distance than their\nbipedal counterparts. To calculate their movement, double\ntheir Agility Bonus. This trait is intended to cover creatures\nwith hind legs and forepaws. Creatures with more than four\nlegs may gain this trait but they increase the Agility Bonus by\n1 multiplier for every extra set of legs (six legs equals AB ×3,\neight legs AB × 4, and so on).\nreGeneraTion\nCreatures with this trait heal very quickly. Each round, at the\nstart of its turn, the creature tests Toughness to removes an\namount of damage indicated in the parenthesis after the trait.\nIt loses this trait when slain.\nshaDoW in The Warp (TyraniD)\nThe Tyranid creature floods the warp around them with the\nall enveloping cloud of interference which is the signature\nof the Hive Mind. Any non-Tyranid psyker that attempts to\nuse a psychic power within a range equal to the creature’s\nWillpower in metres suffer a –20 penalty to their tests to\nuse psychic powers (see pages 185 in Chapter VI: Psychic\nPowers)\nsize\nTrait Groups: Miniscule, Puny, Weedy, Hulking, Enormous,\nMassive\nCreatures come in one of seven different size categories, as\nshown on the following chart. Size affects movement and\nhow easy or hard it is to strike that creature in combat. (When\ncalculating movement, apply the size modifier first, and then\nother modifiers from other traits or talents.) For the purposes\nof comparison, a human is an average-sized creature.\nTable 4–4: Size\nSize\nModifier Concealment Base Movement\nMiniscule –30\n+30\nAgility Bonus –3\nPuny\n–20\n+20\nAgility Bonus –2\nScrawny\n–10\n+10\nAgility Bonus –1\nAverage\n0\n0\nAgility Bonus\nHulking\n+10\n–10\nAgility Bonus +1\nEnormous +20\n–20\nAgility Bonus +2\nMassive\n+30\n–30\nAgility Bonus +3\n\n135\nIV: Talents & Traits\nsonar sense\nA creature with this trait perceives its surroundings by emitting\na frequency noise, allowing the creature to locate the position\nof any solid object within 30 metres. Other creatures within\nrange, and that succeed on a Difficult (–10) Awareness\nTest, may detect the curious keening.\nd\nThe soul of this creature is bound to a higher purpose or\nbeing, in return for a measure of protection. When this trait\nis first gained, the entity to which the soul is bound must\nbe decided. Many Imperial psykers, especially Astropaths,\nare soul-bound to the Emperor, for example, whereas Chaos\nSorcerers may be bound to one of the ruinous powers. A soul-\nbound psyker rolls an additional die when forced to roll on\nthe Perils of the Warp table, discarding whichever one he\nchooses to get a more favourable result.\nUpon becoming soul-bound, a character must choose\none of the following effects: 1d10 Insanity Points, the\npermanent loss of their sight, permanent loss of 1d10 from\none Characteristic, or a random mutation.\nIn addition, a soul-bound character is permanently\nindebted to the entity, which undoubtedly entails all manner\nof other duties and consequences.\nsynapse creaTure (TyraniD)\nA Tyranid creature with this trait is a node from which the\ncontrolling and unifying presence of the Hive Mind guides the\nactions of other Tyranids. The presence of a synapse creature\nin an encounter grants the Fearless talent to all other Tyranid\ncreatures and also suppresses the effects of the Instinctive\nBehaviour Trait in those creatures that possess it (see page\n132 in this chapter for more details). If an exact range for this\neffect is needed, it can be considered equal to the creature’s\nWillpower Bonus x10 metres.\nsTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nsTurDy\nSturdy creatures are hard to move and thus gain a +20\nbonus to tests made to resist grappling and uses of the\nTakedown Talent.\nThe sTuff of niGhTMares\nSome warp entities are so terribly powerful the will\nperpetuating their bodies in our reality is almost impossible\nto break or disrupt. Such entities are completely immune to\nthe effects of poisons, diseases, the need to breathe, most\nenvironmental hazards, bleeding, stunning, and any critical\nresult other than one that would destroy them outright, unless\ncaused by a psychic power, force weapon, or holy attack.\nToucheD by The faTes\nThe NPC has a number of Fate Points shown in parentheses\nafter the trait. He may use these Fate Points in exactly the\nsame way as Player Characters and may even ‘burn’ a Fate\nPoint to survive death and destruction at the GM’s discretion.\nThe rules for Righteous Fury also apply to this NPC.\nToxic\nA creature with this trait is poisonous. The toxins might\nbe delivered through the creature’s attacks, in which case\na target hit by its natural weapons must make a Toughness\nTest. The toxins might instead be delivered by contact with\nthe creature’s skin or by inhaling its stench, in which case\na Toughness Test must be made upon coming into contact\nor proximity. A failed Toughness Test indicates the victim\nhas been poisoned. A typical poison deals 1d10 points of\ndamage, ignoring Armour Points. Variations, if present, are\nincluded in the creature’s description.\n\n136\nIV : Talents & Traits\nd\nThe creature is a species of Tyranid; the all consuming alien\nrace ruled by the will of the Hive Mind that links and controls\nall Tyranids. Tyranids are immune to all of the effects of the\nfollowing: pinning, mind-affecting Psychic Powers, warp-\nbased powers that affect the mind, cold, heat, diseases,\nand poisons, including the effects of weapons with the\nToxic Quality.\ng\nThis creature has a strange and ill understood physiology. It\ncannot be harmed by diseases, poisons, or toxic effects. It has\nno need to breathe and can survive unaided in a vacuum.\nunnaTural characTerisTic\nOne or more of the creature’s Characteristics is unnatural.\nEach time this trait is gained, select a Characteristic, and\ndouble its bonus. For example, a creature with a Strength\nof 41 normally has a 4 Strength Bonus. With this trait, its\nStrength Bonus increases to 8.\nThe trait may be gained multiple times. Each time, you\nmay select a new Characteristic or one chosen previously.\nEach time you apply this trait to the same Characteristic, the\nBonus multiplier increases by 1. For example, one selection\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nexaMple\nA Space Marine with a 42 Strength would normally have a 4 Strength\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nIt is important to note that the Power Armour strength bonus\ncomes after this multiplication, so a Space Marine with a 42\nStrength gains +20 from his Power Armour. While wearing his\nPower Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 =\n8, +2 = 10).\nThere’s also the Feat of Strength Solo Mode Ability (see page\n216), which lets the Space Marine perform truly heroic feats using\nhis superhuman physique. This increases the multiplier by 1 (to x3),\nso a Space Marine with a Strength of 42 would then have a Strength\nBonus of 14 (4 x 3 = 12, +2 = 14) when using this ability.\nDuring Opposed Characteristic Tests, on a success, the bonus\nmultiplier is added to the degree of success. Any additional\nmultipliers for Unnatural Characteristics (i.e., if a Space Marine\nwith Unnatural Strength (x2) uses a Powerfist, which doubles\nthe user’s Strength Bonus), simply improves the existing\nmultiplier by 1. For a Space Marine using a Powerfist, he\nwould triple his Strength Bonus rather than doubling it and\nthen doubling it again.\nWhen taking a Skill Test based upon a Characteristic\nwith the Unnatural trait, the base Difficulty of the Test is\nstaged downwards one level for degree of multiplier past\nnormal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nhim Unnatural Intelligence (×3). He is called on to repair a\ndamaged plasma core using his Intelligence based Tech Use\nskill. Normally this would be a Very Hard (–30) Test, but\nthanks to his Unnatural Intelligence the Difficulty is reduced\nby two stages to Difficult (–10), (–1 stage for ×2, and –1\nfor ×3).\nDuring Opposed Characteristic Tests, where success is\nachieved, the Unnatural multiplier is added to the degrees of\nsuccess. In the case of a tie, the participant without the Unnatural\nCharacteristic trait loses the Opposed Test. For example: Garm\nFelbood is struggling with a tentacled monstrosity from the\nswamps of Dusk. Garm has Strength 40 and the thing from the\nswamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two\ndegrees of success) and the thing rolls 30 (straight success),\nunfortunately the thing adds +2 degrees of success because of\nits (×2) modifier, bringing the Opposed Test to a draw. This\ntranslates to a victory to the swamp thing as it has Unnatural\nStrength and poor old Garm does not!\nunnaTural senses\nThe creature can perceive its surroundings using senses other\nthan sight or hearing, using special organs, fine hairs, or some\nother disturbing trait to make itself aware of what’s around it.\nThis trait always includes a range, usually 15 metres.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nBonus (after modifying AB from other traits and factors,\nspecifically size).\nWarp insTabiliTy\nMost warp-entities have a tenuous hold on our reality, often\nmaintained only by horror and bloodshed, and may be\ndisrupted if sufficient harm can be done to their manifested\nforms. If a creature with this trait takes damage and does not\ndeal damage or Insanity Points on other creatures by the end\nof its next turn, it must make a Willpower Test. The creature\ntakes 1 damage for failure, plus 1 damage for each degree of\nfailure. If this would deal damage equal to or in excess of the\ncreature’s Wounds, it is cast back into the warp.\nWarp Weapon\nCreatures with this trait have weapons that are partially\ninsubstantial, able to ignore such mundane things as armour\nor cover. Natural weapons and attacks made by a creature\nwith this trait ignore physical armour unless it is created from\npsychoactive materials or carries the holy quality. Force fields\nstill work against these attacks normally.", + "category": "traits", + "tags": [ + "fear", + "toxic", + "trait", + "traits", + "unnatural", + "warp weapon" + ], + "aliases": [ + "fear", + "toxic", + "trait", + "unnatural", + "warp weapon" + ], + "relatedRules": [ + "Talent Descriptions" + ], + "page": 131, + "pageEnd": 137, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 80 + }, + { + "id": "cr-equipment-tools-and-wargear", + "rule_id": "cr-equipment-tools-and-wargear", + "title": "Tools and Wargear", + "summary": "Common mission gear, tools, consumables, cybernetics, and relic support rules.", + "content": "170\nV : Armoury\ngolden iCons (blood angels)\nBlood Angels frequently hang sacred gilded icons on their armour\nor from their belts. The exact form of these items varies, but they\nare considered a display of devotion as well as serving as a focus\nfor spiritual meditation. Choose one of the following types:\n• Icon of Inspiration: Add +3 to Command Tests.\n• Wings of Wrath: Add +1 to Damage if the character\nhits with his attack during the Charge action.\n• Purity Focus: Whenever the Battle-Brother gains\nCorruption Points, reduce the total by 1.\nCeRemonial swoRd (daRk angels)\nDark Angels frequently carry swords with winged hilts in\necho of their Chapter symbol. These weapons are used more\nin ceremony than in combat, but they are perfectly functional\nweapons should the Battle-Brother have reason to draw one.\nThey are carried either in addition to, or in lieu of, a combat\nknife depending on the individual’s preferences. The statistics\nfor this weapon can be found in Table 5–8.\nRobe (daRk angels)\nHooded robes are a common sight amongst Dark Angels.\nWhile they are most often worn by veterans and other high\nranking warriors, Battle-Brothers of all ranks may be found\nwearing them. The exact reasons and hidden meanings of\nwearing such a robe are difficult to discern even for members\nof the Chapter, but a few examples exist below:\n• Scholar’s Robe: Choose one Scholastic Lore and add\n+3 to all Tests on it.\n• Robe of Secrets: Choose one Forbidden Lore and add\n+3 to all Tests on it.\n• Seeker’s Robe: add +3 to Scrutiny Tests.\nwolf pelt (spaCe wolves)\nFenrisian wolves are renowned across the galaxy for their\nviciousness. They are respected creatures, and greatly\nentwined with Space Wolf beliefs. Unarmed hunting rituals\nexist on Fenris to prove a warrior’s prowess. Should a Battle-\nBrother succeed on such a hunt, he typically displays the pelt\nof the animal thereafter. Add +2 to Intimidate Tests.\nRuniC totem (spaCe wolves)\nThe Sons of Russ have many traditions that are unique to\ntheir Chapter, and at the heart of Fenrisian mysticism stand\nthe Rune Priests. Using their arcane arts they craft rune\ntotems to call upon the powers of Fenris’ mythic beasts, and\nSpace Wolves fiercely believe that these talismans can lend\nthe bearer power from the spirit whose name is inscribed\nupon it. Listed here are some representative totems:\n• Totem of the Bloodied Hunter: add +1 to any damage\ninflicted by Righteous Fury.\n• Totem of the Sea Wolf: Choose one Drive or Pilot Skill\nand add +3 to all Tests on it.\n• Totem of the Sun Wolf: add +3 to Awareness Tests.\nsaCRis ClaymoRe (stoRm waRdens)\nThe feral clansmen of Sacris are raised with giant claymores\nin their hands. After a warrior’s transfiguration into a Space\nMarine is complete, the sword of his youth is a light and\nsimple thing, but the Storm Wardens have made a habit of\nforging improved versions of these primitive weapons of size\nand materials befitting an Adeptus Astartes. It is far from\nunheard of for an enraged Storm Warden to favour his simple\nclaymore over a power sword, particularly when matters of\nhonour are at stake. A Sacris claymore replaces the Astartes\ncombat knife, and requires two hands to wield. The statistics\nfor this weapon can be found in Table 5–8.\ntempest amulet (stoRm waRdens)\nThe native traditions of Sacris place a strong emphasis on the\nability of an individual to affect change in the world through\nstrength of arm and force of will. Tempest Amulets are rooted\nin mysticism, but also serve as a focus for the Storm Warden’s\nstubborn will. These small leather pouches contain “tempest\nstones,” rocks fused into glass by the fierce lightning storms of\nSacris and wrapped in prayer scripts written by the owner.\n• Amulet of Might: Add +2 to Strength (after all other\nmodifiers).\n• Victory Scripture: Gain +2 WS when fighting an\nenemy in single melee combat.\n• Guardian Amulet: The enveloped scripts venerate the\nStorm Warden’s lost 1st Company, so that they will send\naid to the bearer in times of greatest peril. The amulet\ncounts as a Charm.\nCingulum (ultRamaRines)\nThe cingulum is a belt formed from several studded straps of\nleather or a similar strong and flexible material, which serves\nas a place for the hanging of victorex and other accolades\nof valour. Such belts are common decorations amongst the\nUltramarines and their successor chapters. The appearance of\na cingulum also varies with the type of small, detailed plates\nthat have been used to stud it and the choices of what terminal\ndecorations hang upon it.\n• Adamantine Inlays: The detailed plates are strong\nenough to deflect weak blows. Add +3 to Parry Tests.\n• Honour Bells: The clinking scales and bells hung at the\nend of each strap herald the bearer’s approach. Gain +3\nWS on your first Attack roll in a combat.\n• Marks of Leadership: Add +3 to any tests made to\nregain Cohesion or prevent Cohesion Damage.\nheRaldRy sCRoll (ultRamaRines)\nScrolls worked into a Battle-Brother’s armour, either as\nmetalwork or a placard are popular in many chapters, and the\nUltramarines are no exception. This crest may display a motto\nor title, but most commonly it bears the Ultramarine’s name\nso that his enemies know who brings their deaths, and tales\nof his deeds may travel. Add +10 Kill Markers to any Assault\nMission where the scroll was displayed in at least one battle.\n\n171\nV: Armoury\nWargear\nThe Deathwatch is called upon to perform a wide range\nof duties, some of which require more than a bolter to\naccomplish. Watch Station armouries contain tools for nearly\nevery Mission, ensuring that a Battle-Brother can prepare for\nany service the God-Emperor asks of him.\nastaRtes haRness\nOffering more safety than a grapnel but less noise and bulk than\na jump pack, this Battle-Brother-sized harness can be used to\naid in safely descending from terrain or buildings. The simple\nharness fits over a character’s power amour. A hook-shaped\nmagnetic clip can then be anchored to a wide variety of surfaces\nas the coiled safety line slowly unspools. The Battle-Brother\ngains a +30 bonus to Climb Tests, and will not fall if he fails.\nastaRtes Jump paCk\nThese\nlarge\nrocket thrusters\ntypically attach\nto the backpack\npower unit on\nAstartes power\narmour.\nThe\nuser triggers a\njump pack to\nlift high into\nthe air and then swoops down as part of his assault. Jump packs\nare also useful in leaping over high obstacles and reaching\ndistant enemies. Most Battle-Brothers receive the specialised\ntraining necessary to operate these devices as part of an assault\nsquad, where the extra noise and bulk is secondary to the extra\nmobility that would allow him to charge that much faster into\nthe thick of battle.\nA Jump Pack requires the Pilot (Personal) skill to operate\neffectively. An Astartes Jump Pack allows for a safe, guided fall\nfrom any height, and any number of short jumps. Such jumps\nallow the Battle-Brother to double his Base Movement and\ntravel in any direction without regard for obstacles. For all other\npurposes, he counts as having taken the appropriate Movement\naction. He must land by the end of his Turn. Alternatively, the\npack can use maximal thrust to duplicate the Flyer (12) trait for\nup to a minute before the turbines require a minute to cool.\nastaRtes magboots\nAstartes power armour can be upgraded to contain strong\nelectromagnets built into the boot soles, allowing the wearer to\nadhere to metallic surfaces such as exterior hull plating. These\nmagnets may be activated or de-activated at the beginning of\nthe wearer’s Turn. Magboots reduce Agility Bonus (recalculate\nMovement accordingly) by half when used, but otherwise\nallow normal movement in low- or zero- gravity areas provided\nthere is a suitable surface to walk upon. Standalone versions of\nMagboots can be found outside the Adeptus Astartes.\nastaRtes psyChiC hood\nThe arcane devices known as psychic hoods are lined with psi-\nenhancing crystals that amplify the wearer’s psychic powers.\nSome would say more importantly, they render the wearer\ncapable of nullifying the effects that other psykers have on the\nwarp nearby. A character equipped with a psychic hood may\nspend his Reaction to attempt to nullify a psychic technique\nbeing used by another psyker within a number of metres\nequal to the character’s Willpower. This attempt should be\ndeclared before the enemy psyker makes his Focus Power\nroll. The psychic hood’s wearer first makes a Focus Power\n(Willpower) Test. Every degree of success imposes a –10\npenalty on the enemy’s Focus Power Test. Alternatively, the\nwearer may attempt to nullify the effects of a Psychic Technique\non himself only, regardless of Range. To do this, the character\ntakes a Focus Power (Willpower) Test. If he succeeds, he\nis unaffected by the Psychic Technique, but any other targets\nor areas are affected normally. A nullification Test may trigger\npsychic phenomena based on Psychic Strength as normal.\nAdditionally, the psychic hood grants the wearer a +5 bonus\nto all Focus Power Tests, including nullification attempts.\nr\nA Battle-Brother is asked to leave his home Chapter allegiances\nand the majority of its heraldry behind when he joins the\nDeathwatch. However, that does not mean his squad is without\nhonour, inspiration, or heroes, for devoting oneself to the grisly\nwar against the alien is its own great reward. Back banners fly on\nornate poles wrought with the Deathwatch symbol and icons of\nImperial faith, mounted on a backpack power unit or rising from\nbetween the shoulder blades. These elaborate banners often tower\nas tall again as the Battle-Brother’s height itself, heralding the\nvalour of the Emperor’s avenging angels to brother and foe alike.\nWhen the Kill-team’s leader spends a Fate Point to restore a\npoint of Cohesion (see page 212), he restores one bonus point of\nlost Cohesion if he is wearing a back banner.\nChaRm\nA charm is a keepsake, holy relic, or good luck token that\nis intended to draw the benevolent eye of the Emperor, a\nPrimarch, or other patron to the bearer. They take myriad\nforms including such things as fragments of blessed bolter\ncasings, water from holy seas, and pelts of sacred animals.\nTable 5–17: Equipment\nName\nWt\nReq\nRenown\nAstartes Harness\n8\n4\n–\nAstartes Jump Pack\n50\n15\n–\nAstartes Magboots\n5\n3\n–\nAstartes Psychic Hood 15\n25\nDistinguished\nBack Banner\n5\n15\n–\nCharm\n–\n6\n–\nChrono\n–\n1\n–\nDilation Field\n1\n45\nFamed\n\n172\nV : Armoury\nCharm choices vary with Chapter and with the individual.\nCharms have no tangible benefits. However, when the\nunfolding plot calls for something bad to happen to a random\nsquad member, at the GM’s discretion a character with a\ncharm may be exempt. If all characters carry charms, then it is\nup to the GM to choose which charms are the most potent.\nChRono\nChronos are timepieces, which are dependable and simple to use.\nGeneral models are usually hand-held or worn on the wrist, while\nSpace Marines typically rely on the ones built into their armour.\ndilation field\nRemnants of largely abandoned experiments with inverting stasis\nfield technology, a few of these devices linger in the armouries of\nJericho Reach. These small, unembellished boxes are similar in\nsize to a force field projector, but rather than surrounding the user\nwith a protective field, within their sphere of effect time seems\nto pass at a different rate. While this enables a Battle-Brother to\nreact with unprecedented swiftness to the events around him, the\nsudden shift in his perceptions can be disorienting.\nA dilation field grants the owner the Unnatural Agility and\nUnnatural Speed Traits. Activating the field is a Ready Action\nwith all effects (including any change to the character’s place in\nthe Initiative Order) beginning at the start of the next Round.\nDilation fields consume huge amounts of power, and once\nactivated remain on for only 1d10 Rounds before requiring 1\nhour to recharge. Furthermore, the character is at –10 WS and BS\non the first Turn the field goes into effect, and the first Turn after\nthe field’s effects end, as he adjusts his timing.\nThe interactions between dilation fields and force fields can\nhave disastrous consequences, and only one type of field should\nbe activated at a time on a character.\ndruGs And\nconsumABles\nCommon combat drugs such as Slaught or Ghostfire Pollen\nwould only serve to pollute the perfectly engineered Space\nMarines’ blood. However, chemical compounds have a place in\ntheir arsenal, primarily for use on enemies, but also in the specially\nformulated concentrates used to help an Adeptus Astartes shrug off\ndebilitating injuries. Unless otherwise noted, all drugs listed here\nare Astartes-grade. They may be used on normal humans, but this\nrequires a Routine (+10) Medicae Test when administered to\ncorrectly cut the dosage and avoid causing 1d5 levels of Fatigue\nand 1 Round of Stun in addition to the intended effect. Unless\notherwise noted, the Requisition cost listed in Table 5–19: Drugs\nand Consumables is for a single unit or dose.\nde-tox\nA more powerful form of the anti-toxins found in Astartes\npower armour, this drug can negate the effects of most\ndangerous gases and toxins if administered quickly enough.\nA dose of de-tox immediately ends the ongoing effects, both\npositive and negative, of any drugs, toxins, or gases affecting\nthe character (unless the effect states that de-tox is not\neffective against them) and renders him immune for another\n1d10 Rounds. Given that natural Space Marine resilience\nprotects him against many of the common chemicals that\npose a threat to other beings, de-tox is manually administered\nto avoid unintended interruption of injector system effects.\ndeadloCk (toxin)\nThis paralytic chemical causes the target’s muscles to seize,\nimmobilising him for easy elimination or capture without\nrendering him unconscious. This toxin is most commonly\nfound in the form of needler rounds. If the victim fails a\nDifficult (–10) Toughness Test, he suffers 1d10 temporary\nStrength Damage, plus a further 1d10 per degree of Failure.\nIf he reaches “0” Strength, he is completely paralysed and\nunable to act. This paralysis and Strength Damage wears off in\n2d5 minutes, minus the victim’s Toughness Bonus (minimum\n1 minute).\ndelay agent (toxin)\nNot a toxin in and of itself, a delay agent encapsulates the molecules\nof drugs and poisons with a slowly decaying non-reactive\nmicroshell that allows the payload to take effect substantially after\ndelivery. Any drug or toxin may be cut with a delay agent, causing\nit to take effect 1d5 hours after it is administered.\ngenophage (toxin)\nLethally effective, every dose of genophage is tailored to\nattack the weaknesses in the molecular structure of a particular\nindividual. As such, it may never be simply Requisitioned,\nand must always be custom made. Victims of genophage\nstand little chance of resisting the quick-acting enzymes that\nimmediately shut down circulatory and respiratory functions.\nGenophage is so deadly that it only needs to make contact\nwith its intended target to be effective. If used in weapon form,\nthis means the attack must deal at least 1 point of Damage after\nAP, but does not need to overcome TB. If contact is made,\nthe target must pass a Hard (–20) Toughness Test. Failure\nindicates he takes 1d10+5 impact Damage with no reduction\nTable 5–18: Drugs and Consumables\nName\nWt\nReq\nRenown\nDe-Tox\n–\n10\n–\nDeadlock (Toxin)\n–\n10\n–\nDelay Agent (Toxin) –\n6\n–\nGenophage (Toxin)\n–\nN/A\n–\nInjector\n–\n3\n–\nNarthecium\n5\n10\n–\nPain Suppressant\n–\n10\n–\nRepair Cement\n0.5\n1†\n–\nResuscitex\n–\n5\n–\nSacred Ungents\n–\n20\n–\n†Requisition value is only for evaluating requests deemed “excessive”.\n\n173\nV: Armoury\nfor armour or Toughness. This continues every Round until\nthe victim either passes the Test or dies. If genophage is used\nupon a creature other than the individual it was made for, it\nsimply has the standard Toxic effect.\nr\nInjectors carried by the Adeptus Astartes are usually hypo-\nsprays that require helmets to be removed so that skin\ncontact can be made. An injector can hold a single dose of\nany drug (or toxin), which a character may administer as a\nFull Action. An injector may be used on an unwilling target\nthrough standard melee combat rules as though it were a\nweapon, but the injector itself deals no Damage and cannot\npenetrate armour.\nnaRtheCium\nThe tool of an Apothecary’s trade, a narthecium contains\nimplements specially designed for Space Marine physiology\nand for performing first aid without having to remove the\npatient’s power armour. It also comprises various counterseptics,\nskin patches, transfusions and other compounds engineered\nfor the Space Marines’ physiology, and several stasis tubes for\nstoring recovered gene-seed.\nA narthecium grants a +20 Bonus to Medicae Tests\nmade on a Space Marine patient. It also raises the\nThreshold at which the patient is considered Lightly\nDamaged to 3 times his Toughness Bonus, and doubles\nthe amount of damage healed by first aid. A narthecium\nalso holds ten doses of any one drug. The drug must be\nacquired separately.\npain suppRessant\nThe same chemical is found in most Astartes power armour\ninjectors and allows a character to ignore Critical Effects for\n1d10 Rounds. Additional doses are often carried in nartheciums,\nand may also be used in the Sacraments of Renewal to refill\npower armour injectors with a Routine (+10) Tech-Use Test.\nRepaiR Cement\nRepair Cement is a spray-gel composed of dual tubes of\npolyplas allomers that bond instantly with each other to seal\npower armour damage. It is typically used for quick field\nrepair of breaches until the armour can be attended properly\nby a follower of the Omnissiah. A Space Marine learns how\nto use repair cement as soon as he is issued power armour; its\napplication takes one Round but requires no Test.\nResusCitex\nThis stimm is intended to revive an unconscious comrade. It\nimmediately wakes an unconscious character. If the character\nhas taken Fatigue levels in excess of his Toughness Bonus, it\nreverts the level of Fatigue to a number equal to his TB. It\nhas no effect on conscious characters suffering Fatigue levels\nequal to or less than their TB.\nsaCRed unguents\nSacred unguents blessed by the Omnissiah are much sought\nafter for their mystical properties when applied to machines.\nIf applied to a weapon (a Full Action) it becomes immune\nto Jamming (see Chapter VIII: Combat, page 249) for a\nnumber of shots equal to its clip size. If the weapon is Jammed\nand the unguent is then applied, it immediately unjams, but\nthere is no further effect.\ntools\nastaRtes ClusteR mines\nCluster mines are designed not just for explosive power, but to\navoid the enemy’s notice until he is blown into tiny bits. Cluster\nmines achieve this aim by packing triple-intensity fyceline or\nsimilarly potent explosives into dozens of micro-explosive nodules\nthat are linked to a single trigger, typically a tripwire or pressure\nsensor. The networked explosives have a synergistic effect and\nproduce a massive blast when detonated.\nA standard mine array covers two square metres; this can be\nincreased by linking multiple mine arrays, but the area’s smallest\ndimension must not be less than one metre for the mines to have\ntheir full effect. Cluster mines are designed for even the relatively\ngreen Scout squads to plant without extensive training. When\nsetting cluster mines, the character makes a Concealment Test,\nreceiving a +20 bonus if he is also trained in Demolitions. Note\nthe degrees of success, as any character about to pass through a\nmined area Opposes those successes with an Awareness Test. If\nthe potential victim wins the contest, he may stop short to avoid\nthe mines. If he fails, he and anyone else in the mined area take\n4d10 X Damage with a Penetration of 4.\nA successful Demolitions Test while planting mines allows for\nmore sophisticated trigger techniques such as time-delays. These\nbooby traps are particularly effective when used to damage the\nvulnerable underside of most vehicles. Cluster mines double their\nPenetration to any vehicle in their area of effect.\nastaRtes signum\nA signum is a sensorium and transmitter array that can be mounted\non a Battle-Brother’s armour. It broadcasts enhanced tactical\nreadings to all members of a Squad, allowing them to benefit from\nthe targeting data. While a character equipped with a signum is in\nSquad Mode, all characters in Squad Mode receive a +5 bonus to\nBallistic Skill Tests. If the equipped character spends a Full Action\nand succeeds on a Tech-Use Test, this bonus increases to +10\nuntil the end of the next Round. The effects of multiple signums\nare not cumulative, but see the signum link below.\nastaRtes signum link\nA signum is a useful tool alone, but by equipping the targeting\nsystems of one or more squad members with a signum link,\nthey can make optimal use of the signum’s readings to achieve\nunparalleled acts of teamwork by forming a web of their\ninterconnected autosenses. This allows all participating members\n\n174\nV : Armoury\nto make a concerted attack on the same foe, striking\nwith a coordinated precision that makes their assault all\nbut inescapable.\nTo form a signum web, at least one member of a Squad must\nbe equipped with a signum. One or more other characters\nin the squad then equip their armour with signum links.\nAll characters in Squad Mode on the web (via the signum\nor a link) may benefit from the rules for ganging up on an\nopponent, regardless of whether they are engaged in melee\nor using ranged attacks, and with the benefits applying both\nto Weapon Skill and Ballistic Skill. Characters in Solo mode\ngain no benefits from being part of the signum’s web.\nr\nThe Space Marine version of a Targeter encompasses several\nsights connected to a guidance cogitator array that improves\noverall accuracy. Rather than being hard-wired to a specific\nweapon, the array fixes at the shoulder or backpack unit\nand links into the power armour’s general targeting systems,\nproviding its benefits to all ranged weapons the user wields\nregardless of their Class.\nA Targeter combines the effects of a Red-Dot Laser Sight\nand Telescopic Sight. In addition, its sophisticated target-lock\nsystem makes evading a shot from a weapon guided by it\nextremely difficult. Attempts to Dodge ranged attacks from a\ncharacter equipped with a Targeter suffer a –10 penalty.\nr\nThese devices are used to detect energy emissions, motion,\nand biological life signs. A character using an auspex gains\na +20 bonus to Awareness Tests and may make a Tech-Use\nTest to spot things not normally detectable to human senses\nalone, such as invisible gases, nearby bio-signs, or ambient\nradiation. The standard range for an auspex is 50m, though\nwalls more than 50cm thick and certain shielding materials\ncan block the scanner.\nCaRtogRaph\nThis specialised data-slate accepts geographical and\nnavigational information on a planet, either from existing\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its\ngeo-locator tracks the user’s planetary coordinates, enabling it\nto provide distance and bearing to any known location. This\nprovides a +10 to all Navigation (Surface) Tests. It is also\ncapable of storing detailed maps and schematics, which can\nbe useful for objective approach planning. Many cartographs\nare also equipped with a small holo-projector that displays\nthree-dimensional maps of its contents.\nCodex astaRtes\nThe entirety of the Codex Astartes fills immense librariums,\nbut many Space Marines carry the heart of this sacred text\ninto battle. Of course, interpretations of what passages form\nthe core of the codex vary even more than the forms it has\nbeen transcribed into over the millennia since the Second\nFounding. From hand-copied tomes bound in etched leather\nto crystal-circuited datacrypts, the collected wisdom of\nRoboute Guilliman, the Primarch of the Ultramarines—and\narguably the most celebrated war tactician the Imperium has\never seen—endures in forms uncounted. It is also the guiding\ndoctrine for how most Chapters operate today. Many Battle-\nBrothers, particularly the descendants of Guilliman, never\npass a day without studying from this text.\nCombi tool\nCommonly found in the hands of Techmarines, combi-tools\nare versatile, if somewhat bizarre, mechanical devices. They\nare spindled with small implements that interface, cut, solder,\nand anoint, granting a +10 bonus to Tech-Use Tests.\ndata-slate\nData-slates are commonplace in the Imperium—the primary\nmeans of storing and reading printed text, schematics, and\nother media such as video (pict) or audio (vox) recordings.\nModels range from cheap, single purpose devices built to play\nonly a certain recording, to sophisticated models that can re-\nrecord new information and transmit and receive data from\nother devices.\nTable 5–19: Tools\nName\nWt\nReq\nRenown\nAstartes Cluster Mines 4\n5†\n–\nAstartes Signum\n5\n35\nDistinguished\nAstartes Signum Link\n+0.5\n20\n–\nAstartes Targeter\n4\n25\nDistinguished\nAuspex\n0.5\n12\n–\nCartograph\n0.5\n5\n–\nCodex Astartes\n0.5\n–\n–\nCombi Tool\n1\n15\n–\nData Slate\n0.5\n5\n–\nDemolition Charges\n1\n10\n–\nElucidator\n1\n25\n–\nLamp/ Glow-globe\n0.5\n1\n–\nLocus Seeker\n–\n30\n–\nMagnoculars\n0.5\n3\n–\nMelta bomb\n12\n25\n–\nMultikey\n–\n15\n–\nPict recorder\n1\n5\n–\nPsy-Focus\n–\n15\n–\nReductor\n4\n8\n–\nRestraints\n4\n10\n–\nScreamer\n1.5\n5\n–\nStummer\n2\n5\n–\nTeleport Homer\n0\n10\n–\nVox-Caster\n0.5\n10\n–\n†This is the cost for one mine array. Each cluster of mines must be\nequisitioned individually.\n\n175\nV: Armoury\ndemolition ChaRge\nA demolition charge is a simple explosive device, commonly used\nfor blowing open doors, breaching bulkheads, and destroying\ninfrastructure. The listed weight for a demolition charge represents\n1 kg of explosives, though it is possible to rig charges together, thus\nincreasing their destructive potential. When a demolition charge\nexplodes, anyone (or anything) caught within its blast radius takes\n3d10 Explosive Damage plus an additional 2 points of Damage\nfor every kilogram used. The blast radius of the charge is 3 metres\nfor each kilogram used. For setting and defusing explosives see\nthe Demolition Skill in Chapter III: Skills, pages 97-98.\nr\nThe Jericho Reach is rife with planets out of contact with the\nImperium for thousands of years, pockets of humanity lost\nduring the Age of Shadow or even before. During that time,\ntheir language may have diverged radically from Low Gothic. An\nelucidator is a hand-held device that can analyse speech or text,\nand translate it into a standard language and dialect (and vice\nversa). It is most useful in dealing with cultures whose languages\nhave a basis in Low Gothic, requiring no Test to perform this\nfunction. However, a character with the Logic Skill may make\na Difficult (–20) Test to use an elucidator to decipher basic\nmeanings from truly alien languages. (The GM may adjust this\nmodifier depending on the language’s similarity to ones the\ncharacter does know.) An elucidator’s output can display on its\nscreen, project from its vox, or transmit through a vox channel.\nlamp/ glow-globe\nThese common devices can illuminate an area a dozen or more\nmetres in diameter. A typical lamp lasts 1d5 hours before it\nneeds to be recharged.\nr\nA locus seeker is actually a pair of devices. The smaller component,\nthe locus caller, is a dull metal sphere only millimetres in\ndiameter. The larger component is a small, translucent globe\nwith a needle of identical metal suspended mysteriously inside.\nThe needle, called the locus seeker, is usually carved in the shape\nof a grasping talon and reaches unerringly towards the caller,\nwith no observed limits on its distance. Occasionally these\nglobes have been unearthed with missing callers, and unlucky\nmen have been sent to search for decades or even lifetimes to\nlocate the other piece, so valuable is a completed locus seeker.\nAlthough difficult to come by, these devices can be invaluable\nfor tracking suspicious ships, cargo, or individuals over not just\nplanets, but sectors. Plotting a course towards the caller using the\nglobe requires the appropriate Navigation Test with a Difficulty\nbased on how much distance lies between the two. Hiding a\nlocus caller on a person or object requires a Concealment Test,\nwith the degrees of success noted for later Opposed Search\nTests by any potential detectors. One may also embed a caller\nin an object through a Routine (+10) Test on the appropriate\nSkill (Tech-Use for a data-slate, Trade (Armourer) for a weapon,\nand so on).\nmagnoCulaRs\nThese are powerful vision aids that magnify distant objects.\nMore advanced, high-quality magnoculars can also give\nrange read-outs, detect heat sources, calculate target location\npositioning, and take pict-captures of a view for later analysis.\nmelta bomb\nMelta bombs affix to their target with mag-adhesives\ndesigned to quickly adhere to metallic surfaces. They\ndetonate with a powerful shaped charge of intense heat akin\nto a meltagun beam, and are ideal for destroying dangerous\nalien relics, vehicle hulls, and other heavily armoured targets.\nMelta bombs are typically unwieldy and not designed to be\nthrown, only placed in contact with their target material to\nensure the charge explodes to maximum effect. When a melta\nbomb explodes it deals 6d10 E Damage to anything within\n2 metres with a Penetration of 12. Anything surviving must\npass an Agility Test or catch on fire.\nmultikey\nAs it can open most standard Imperial locks, a multikey is\nreason for suspicion in the hands of a common citizen. For\norganisations like the Deathwatch they are indispensable, as\nit is considerably faster and quieter to infiltrate the enemy’s\nfortifications than to blast through them. A character with a\nmultikey gains a +30 bonus to any Security Test when trying\nto open locks.\nr\nPict recorders (or simply picters) are relatively simple live-media\nrecording devices, and some have holographic capabilities.\nMost also allow for playback as well as recording, and some\nare even built into dedicated pict-servitors so they can capture\nimportant battles, weapon tests, alien interrogations, and other\ndangerous events.\npsy-foCus\nPsykers and Librarians often use these items to help them focus\ntheir powers. A psy-focus could be a book of meditations, a\nblessed icon, or a carved witch stave from the Battle-Brother’s\nhomeworld. When a psyker with a Psy-focus makes an\nInvocation Skill Test (see Chapter III: Skills, page 99) he\ngains a +10 bonus.\nr\nRetrieval and storage of a fallen Battle-Brother’s gene-seed\nis so critical that Apothecaries carry a special tool for this\noperation. While a reductor is not required for Progenoid\nremoval, it significantly reduces the time. This surgical\nimplement fastens under the wrist. It includes a monomolecular\nsaw for penetrating power armour and Ossmodula-enhanced\nrib cages, and a diamantine-tipped extractor drill.\n\n176\nV : Armoury\nA reductor reduces the time to remove the Progenoid glands\nto 1 Round per gland (2 for a full recovery). Although generally\nregarded as disrespectful to the machine’s sombre purpose, it\ncan also be used as a melee weapon that does 1d10+2 R with\na Penetration of 10. If used as a weapon, a reductor does not\nadd the Battle-Brother’s SB to Damage; its design emphasises\ncontrol and precision, but does not provide adequate leverage\nto take advantage of the wielder’s strength.\nRestRaints\nDespite their designation, Kill-teams’ Mission objectives are far\nmore varied than simple target elimination. Live capture may\nbe the means to an end or the goal itself. Simple but effective,\nDeathwatch restraints size to most roughly human-shaped\nbodies and are strong enough to hold even a thrashing Ork.\nr\nScreamers are proximity alarms that detect motion or sound—\ndepending on the model—and alert their users to incoming\ndangers by making a horrendous noise. To use a screamer,\nyou must succeed on a Tech-Use Test. The GM rolls this test\nin secret so you are not sure of whether or not the device\nwill work properly. Once set, a screamer has a Perception\nof 75 for the purposes of detecting sound or motion. If it\ndetects an intruder, it sounds its alarm, which can be heard\nanywhere out to 1 kilometre and may also be set to broadcast\nover a pre-programmed vox channel. Doors, walls, and other\nbarriers may reduce the alarm’s auditory range.\nr\nThe reverse of a screamer, stummers generate sound waves\nto cancel out ambient sounds and noises made by moving\npersonnel in a small area. A character carrying an active\nstummer gains a +30 to Silent Move Tests. The device may\nalso be used as a countermeasure against vox-bugs and other\nsurveillance attempts. A stummer typically has enough power\nfor 20 minutes of continuous use before needing to be\nrecharged, a process that takes about 1 hour.\nr\nThese powerful signal transmitters allow ships equipped with\na Teleportarium or similar technology to zero in on a person,\nobject, or area. Teleport homers may be used to target points\nfor squad deployment or to locate a moving individual who\nneeds to be retrieved.\nr\nShort-range voxes (like those in power armour) lack the range\nto coordinate across an entire planet or reach spacecraft in\norbit. A vox-caster can be used to send signals over great\ndistances, up to and including ships in orbit from a planet’s\nsurface. Using a vox-caster to receive or transmit signals\nthrough interference or other unusual conditions requires a\nsuccessful Tech-Use Test with a Difficulty commensurate to\nthe adversity of the conditions.\nCybernetics\n“This hand? Yes, it seems a fine instrument of vengeance. I trust it\nwill help me repay the one who necessitated it in the first place.”\n–Brother Leonen of the Dark Angels, after losing an arm\nU\nsually\nBattle-Brothers\nare\naugmented\nwith\ncybernetics due to battle wounds. Requisition and\nRenown requirements are listed for reference, but\nwith the exception of servo-harnesses and servo-arms (which\ncan connect to and detach from external ports), cybernetics\nare permanent, usually installed to replace lost functionality\nfrom Critical Damage. The craftsmanship of the mechanical\nreplacement varies with the Battle-Brother’s Renown as\ndetailed on Table 5–23: Cybernetic Replacement\nCraftsmanship. The installation process is only carried out\nby Apothecaries trained in Astartes physiology, and most\noperational Watch Stations have the necessary facilities. The\noperation and recovery takes 2d10- TB days (minimum 1).\nThere are exceptions, such as the Iron Hands and many\nTechmarines, who embrace the chance to become closer to the\nmachine. A Techmarine may start with a Servo-Arm and one\nother Common craftsmanship cybernetic. (In some Chapters,\nlike the Space Wolves, the sacrifice of flesh is required to walk\nthe path of Machine Spirits.) When a Techmarine crosses the\nRenown threshold to Respected, he may opt to install one\nExceptional craftsmanship cybernetic; this may either be a\nnew bionic or an upgrade to an existing system. When a\nTechmarine become Famed, he may opt to install one Master-\nCrafted cybernetic.\nThe robust construction of cybernetics adds 2 to the\nowner’s Toughness Bonus (after Unnatural Toughness) in\nthe relevant location. Damage taken to these locations counts\nas Damage to the character, and Critical Damage dealt to\nthese locations functions as normal. Any result that causes\nbleeding or some other inappropriate result has a 50% chance\nof rendering the bionic limb useless; otherwise the durable\nnatures of the appendage and its owner manage to shrug off\nthe effect. Critical Damage to a limb that results in death\nalways has the full effect; it can be assumed that the limb\nexplodes into shrapnel, incinerates, or discharges stored\nenergy through the owner with lethal results.\nReplacement and additional limbs—such as servo-arms—\ncan only be used to perform tasks that the owner already\nknows how to do. Any bonuses or penalties relate only to\ntelepoRtation\nSpace Marines often use a teleportarium aboard one of\ntheir Strike Cruisers, Battle Barges, or other space vessels\nto arrive directly into the thick of the action. Typically,\nthis is done only by the heavily-armoured Terminators.\n\n177\nV: Armoury\nTests made using the bionic limb, and characters that possess\ntwo bionic limbs do not double the modifier.\nIt is important to note that the Requisition cost for a\nCybernetic is a one-time payment. Once the cybernetic is\ninstalled, the character possesses it until he dies.\nastaRtes seRvo-aRm\nTechmarine servo-arms are powerful manipulators tipped with\ncrushing pincers, useful for field repairs and punishing enemies.\nPorts for these detachable appendages are installed at the shoulder,\nand the Battle-Brother’s armour must also be upgraded with more\npowerful gyro-stabilisers to use one effectively. So supported, a\nservo-arm can lift one side of a Rhino APC to repair a broken\ntread link.\nA servo-arm can extend up to 1.5 metres. A Techmarine uses\nthe arm’s Strength value of 75 with Unnatural Strength (X2)\nrather than his own (this value cannot be increased or decreased\nthrough devices or abilities that affect the Techmarine’s strength).\nThe limb’s gripping mandibles allow the Techmarine to lift heavy\nobjects or anchor himself to a suitable point as a Free Action.\nAstartes servo-arms are more than just repair tools, and make\ndeadly weapons. The Techmarine may strike with the arm as his\nReaction for the round, or as a Standard Attack during his turn\n(so long as the servo-arm only makes one attack per round). This\nattack uses the Techmarine’s Weapon Skill, and deals 2d10+14\nImpact Damage with Pen 10. Exceptional craftsmanship servo-\narms increase their Strength value to\n85 (increasing damage to 2d10+16)\nand add a +10 to Grapple Tests.\nastaRtes seRvo-\nhaRness\nLike a servo-arm, a full servo-harness integrates\nwith the Techmarine’s power armour and is\ncontrolled through the same spine interface that\nmakes him one with his armour. Radiating\nfrom a boosted fusion backpack capable of\npowering them all, this cluster of auxiliary\nlimbs aid in battlefield repairs as well as\ncombat. The composition of each\nservo-harness is unique,\ncustomised\nwith\nthe tools most\npreferred by its\nprevious owners\nfor tending to\nmachine spirits and\nlaying waste to the God-\nEmperor’s enemies. Some bear only a\nfew appendages, while others are great\nspiders of diagnostors, interface tines,\ndrills, weapons, plasma cutters, and\neven more arcane elements that future\ninheritors may struggle to fully\nunderstand.\nAt a minimum, a servo-harness consists of two servo-arms, a\nCombi-tool, a fyceline torch, and a plasma cutter. The torch is\nidentical to an Astartes flamer. The plasma cutter can cut through\na metre of adamantine plating up to 20 centimetres thick every\nminute (thinner material can be cut through faster). It may also be\nused as though it were an Astartes Plasma Pistol (see\npage 148)\nwith a Range of 10m and no option to fire on Maximal Mode.\nThe ingenious machine spirit of a servo-harness is capable\nof far more sublime communion with its master than a simple\nservo-arm. A character with Talents that make him capable\nof taking the Multiple Attacks Action may use any weapon\n(or equivalent) on his servo-harness for any of the attacks he\nwould normally be allowed, subject to all normal limitations\nincluding weapon Class. Additionally, the Techmarine may\nuse his Reaction to make a single shot or strike with any one\nweapon on the harness. Exceptional servo-harnesses enhance\nthe servo-arms to Exceptional as discussed above, and add a\n+5 to all Skill, WS, and BS Tests made using the components\nof the harness. The Servo-Harness Integration Talent is\nrequired in order to use a Servo-Harness.\naugeR aRRay\nThese implanted devices duplicate the effects of sensor\nsystems that go beyond the human horizons of perception. In\nall cases their use requires concentration and a Half Action.\nCommon systems function identically to a standard hand-\nheld auspex (see page 174). Exceptional systems\nfunction as a full auspex and also allow re-rolls on\nPerception based Tests when using its functions.\nbioniC aRm\nCommon versions of these systems replace\nthe function of the Battle-Brother’s arms\nand hand exactly, retaining his strength,\ndexterity, and sense of touch.\nExceptional bionic arms provide a\n+10 bonus on Tests requiring delicate\nmanipulation (such as Tech-Use Tests to\nrepair small circuitry) and add a +10 bonus\nto Strength Tests using the arm.\nbioniC heaRt\nA Space Marine is quite capable of living through\nthe destruction of one of his two hearts. Naturally\nif this happens, the organ must be replaced. The\nnecessarily lightweight materials of a bionic heart\ndo not provide quite as much shielding as the\nthick plating of an external bionic, adding only\n1 to the Body location’s Toughness Bonus.\nExceptional models can be triggered to pump\nmore rapidly to increase physical capacity,\nthough prolonged operation puts stress on\nthe circulatory system. This provides the\nSprint Talent.", + "category": "equipment", + "tags": [ + "cybernetics", + "drugs", + "equipment", + "tools", + "wargear" + ], + "aliases": [ + "cybernetics", + "drugs", + "tools", + "wargear" + ], + "relatedRules": [ + "Requisition" + ], + "page": 171, + "pageEnd": 178, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 75 + }, + { + "id": "cr-mission-missions", + "rule_id": "cr-mission-missions", + "title": "Missions", + "summary": "Mission preparation, objectives, complications, rewards, experience, renown, and requisition.", + "content": "226\nVII : Playing the Game\nMissions\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\nthat there is at least one of these so-called Ethereals coordinating\noperations from the base, making it a vital target. It is my\nrecommendation that we deploy the Deathwatch Kill-team available\nto us and consider the matter closed...”\n–High Tactician Favius at the Battle of Blood Moon\nT\nhe Adeptus Astartes are the surgical strike force of the\nImperium’s military might, and their use on the field\nof battle reflects this status. No commander would\nconsider using the much-feared Space Marines for simple\nbattlefield tasks such as frontline cannon fodder or garrison\nduties. Such menial tasks fall to the far more numerous Imperial\nGuard, while the Adeptus Astartes focus solely on specialised\nmissions of critical importance to the Imperium’s success or\nfailure in its local theatre of operations. Typically, when a Space\nMarine force is called in to assist in some aspect of an Imperial\ncampaign, it is to achieve high profile, high risk missions, such\nas the elimination of powerful enemy commanders, destruction\nof vital enemy weapons, or to lead the vanguard in brutal and\nbloody assaults.\nhe Deathwatch operates in much the same fashion and\nexists to perform the most difficult of combat missions, those\nmissions that could not be entrusted to lesser forces with any\nDegree of Success. Unlike the bulk of Space Marine Chapters,\nhowever, the Deathwatch is an even smaller and more\nspecialised force, and their deployment reflects their specialised\nnature. For the Deathwatch, a mission often only involves\ncommitting a single Kill-team (usually enough to get the job\ndone) to complete a vital battlefield objective in the midst of a\nmuch larger engagement. While the bulk of the Imperial armies\nstruggle over worlds and sectors, these autonomous Kill-teams\nmove through the fog of war unseen by their foes, striking\nfast and hard against key targets and paving the way for the\nlumbering Imperial war machine to continue its advance.\nMissions provide a framework for the GM to create\nadventures for his players and capture the military nature at\nthe heart of being a member of the Deathwatch. In essence, a\nMission represents the kinds of operations and adventures that\na Kill-team, and by extension the players, typically undertake.\nBecause Space Marines are not simple adventuring vagabonds\nor roving brigands, the kinds of adventures they have will\nusually be of a military nature, defeating foes on the battlefield\nand completing vital combat objectives for their commanders.\nA Mission is a template for these kinds of adventures and\nprovides the GM with a collection of obstacles for his\nplayers to overcome and rewards for successfully completing\ntheir objectives.\noverview\nMissions are broken down into the following three broad steps:\npRepaRaTion\nThis initial step occurs often in downtime before actual play\nbegins and represents the players preparing their characters\nfor the trials ahead. It covers the actions undertaken by the\nKill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\nchoosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nwhich the GM gives the players an overview of their Mission,\nits objectives, and any other information they are likely to\nhave access to. The briefing allows the players to get an idea\nof the kind of things they will be facing and the kind of tasks\nthey will be required to complete. With this information, they\ncan prepare themselves accordingly by choosing appropriate\nweaponry and armour or undertaking additional training.\nSelecting a Leader: At the start of every Mission, the\nplayers must select a Battle-Brother to lead their squad and act\nas its commander for the duration of their combat assignment.\nThere are a number of ways this leader can be chosen, but\nultimately the choice rests with the players. It is the leader’s job\nto make command decisions during the Mission and break the\ndeadlock should the Kill-team become divided in its choice of\nhow best to proceed. The choice of leader will also determine\nwhich oaths the Kill-team may take.\nOath-taking: Before every battle Space Marines take\noaths to their Chapter, their Primarch, the Deathwatch, and\nthe Emperor. This part of preparation covers the specific oath\nthe Kill-team takes before their Mission, and can include such\nthings as reaffirming their bonds of loyalty to their Battle-\nBrothers, praying at the shrine of the Emperor or studying\nthe Codex Astartes. Oaths grant both a bonus for the coming\nMission as well as access to Squad Mode abilities.\nArming: Once the players have been briefed, have chosen\na squad leader, and have taken their oaths, the final step is\nto select their weapons. Because a Space Marine’s equipment\nis provided by his Chapter, he has access to a great range of\nsome of the most destructive and potent weaponry known\nto the Imperium. Choosing the right weapons for a given\ntask, however, is a vital part of the Mission and can make the\ndifference between success and failure.\nexeCuTion\nThis section covers the Mission proper and the bulk of\nactual play. Once all the preparation has been completed, the\nBattle-Brothers are thrown into the cauldron of battle and\nmust complete their objectives to successfully execute their\nMission orders. In addition to objectives, Missions also often\ninclude complications which can change the field of battle in\nunexpected ways.\nPrimary Objectives: These are the key tasks that must be\nperformed by the Kill-team to complete its Mission. Only when\nall Primary Objectives have been fulfilled can their Mission\nbe considered a success. As a result, Primary Objectives are\n\n227\nVII: Playing The Game\noften significant undertakings such as the destruction of vital\nenemy hardware, the assassination of enemy commanders, or\nthe clearing of landing zones for successive waves of troops.\nSecondary Objectives: Not as vital to the success of\nthe Mission as Primary Objectives, Secondary Objectives are\nstill important to the Imperium’s war effort. By completing\nSecondary Objectives, a Kill-team typically reinforces\nthe success of their Primary Objectives, such as not only\ndestroying a powerful enemy orbital cannon but also the\nmunitions dump supplying it. Completing both Primary and\nSecondary Objectives increases the overall success of the\nMission and increases rewards.\nTertiary Objectives (Targets of Opportunity): As well\nas both Primary and Secondary Objectives, many Missions\nalso include Tertiary Objectives, commonly known as Targets\nof Opportunity. These are objectives not vital to the success or\nfailure of the Mission but which are still considered important\nto the Imperium. These can include such things as killing\nofficers, destroying communications equipment, or capturing\nenemy intelligence.\nComplications: No Mission ever turns out exactly as the\nplayers expect. Complications are present in all Missions, and\nthe GM can use them to alter the field of battle and force\nthe players to think on their feet. Typical Complications can\nbe things such as bad intelligence, misdrops, or equipment\nmalfunctions. Complications add an element of the unknown\nto a Mission and help to create the fog of war into which the\nplayers are being dropped.\nRewaRds\nFinally, when a Mission has been completed, the Kill-\nteam garners rewards for its efforts, usually in the form of\nExperience and Renown. Rewards are almost always directly\ntied to the Kill-team’s performance on the battlefield, the\nnumber of objectives they managed to complete, and any\nother outstanding efforts made by either the squad as a whole\nor individual Battle-Brothers.\nPreparation\nHe who does not plan, plans to fail.\n–Ancient Proverb\nT\nhe first part of any Mission is known as the preparation\nstage, and it allows the GM to lay down the foundations\nof the Mission to his players and the players to have\ntheir characters undertaking certain pre-mission activities to\nhelp bolster their resolve and improve their chances of success.\nAll of these actions are considered to take place in downtime\nand don’t need to be roleplayed out. If the players or GM so\nchoose, they can expand on any aspect of Mission preparation\nand work through the interactions between the Kill-team\nor with the Deathwatch Chapter. However it plays out, the\nGM should make sure that each part of the preparation stage\nhas been touched on before the Battle-Brothers begin their\nMission in earnest.\nbrieFing\nThe first step before embarking on a Mission is the Mission\nBriefing. This is an overview of the Mission, outlining its\nobjectives and any other relevant data that would be available\nto the Battle-Brothers. This is important as it signals to the\nplayers that they are about to embark on a new Mission and\njust what is expected of them. When formulating a Mission\nBriefing, the GM should be careful only to give the players\ninformation that they would be likely to have, which could be\ncomplete and comprehensive or vague and sketchy depending\non the kind of Mission they are undertaking. In either case,\na Mission Briefing does not need to be exhaustive and can\nbe as simple as “go here, kill this.” The important part of this\nstep is that it lets the players know that orders have come\ndown directing them to do the work of the Emperor and\nthe Chapter.\nAlternatively if the players are working on their own\nrecognisance and setting their own mission objectives (as\ncan happen in the field), the briefing might be a request\nfor intelligence on their targets. The GM can then proceed\nmuch in the same way as if these were direct orders from the\nKill-team’s commander—be it the Chapter Master, an Ordo\nInquisitor, or other ranking member of the Imperium—and\nlay out an overview of the Mission and define any or all current\nobjectives. Players should remember that their commander’s\nknowledge may be limited or he may simply not pass on\ncertain information depending on his own motive or style of\ncommand. However a briefing occurs, the GM should make\nsure it includes the two key elements mentioned here:\n• What is the nature/foe/location of the Mission?\n• What are its known primary/secondary/tertiary\nobjectives?\nopen advenTuRes\nWhile Missions provide solid guidelines for creating\nadventures based on military actions and Deathwatch\nassignments, some GMs may find them too restrictive for\nthe kind of campaign he wishes to run. For this reason,\nthe Mission framework has been left purposefully flexible\nand open so that it can be altered to suit the needs of the\nGM’s group. While being a member of the Deathwatch\ndoes mean a life dedicated to service of the Emperor\nand glory on the field of battle, there is also great\nscope within this for different kinds of adventures and\nfreedom for the players from the rigid military structure\nof the Deathwatch. For more information on alternate\nDeathwatch adventures and even alternate kinds of\ncampaigns see Chapter X: The Game Master.\n\n228\nVII : Playing the Game\nSeleCT a leader\nOnce the nature of the Mission has been established, the next\nstep is for the players to choose a squad leader for their Kill-\nteam. Having a leader is an essential part of operating as a\nDeathwatch squad and vital to functioning as an effective\ncombat unit. A leader is also important for making group\ndecisions when the squad is divided on which course of\naction to take, and in this way provides a way of moving\nthings forward or breaking deadlocks between members of\nthe Kill-team.\nChoosing a leader should be up to the players, and\ntypically each player should take turns to play the role of the\nleader at the start of each new Mission. In this way, each of\nthe players can experience the benefits and duties of being\nthe leader as well as the responsibility that it brings. If the\nplayers cannot, or do not want, to choose a Battle-Brother\nthen each player should roll 1d10 (rerolling ties) with the\nhighest scoring player taking on the role for the duration of\nthe Mission.\nAlternately the GM may nominate the leader (but only if\nthe players cannot choose their own). This may be especially\nappropriate if the nature of Mission is connected to one of the\nplayer-character’s specialities (see Chapter II: Specialities for\ndetails on these roles); it makes sense for a Mission involving\na piece of ancient technology to be led by a Techmarine.\nThe important thing to remember—and a point that the GM\nshould clearly spell out to the players—is that the leader does\nnot tell the other players what to do or order them around,\nbut rather helps to move the game forward when the squad\nneeds to make a unanimous decision.\nr\nThe mantle of squad leader is one that the players should not\ntake lightly. In the eyes of the Deathwatch, it is the squad\nleader who is responsible for the success or failure of the Kill-\nteam and the completion of their Mission. In this capacity,\nthe player chosen to be the leader for a particular Mission has\ntwo key responsibilities for that Mission:\n• If at any point the Kill-team needs to make a decision\non how to proceed with their Mission and they cannot\nreach an accord, then it falls to the squad leader to make\nthe choice. He should listen to the other players and\nmake a decision based on the majority. It is important\nto remember that making these calls does not mean that\nthe leader is allowed to boss the other players around.\nRather, he is there to guide the actions of the group.\n• The responsibility for the Mission and contact with the\nDeathwatch or the Kill-team’s commanders falls to the\nleader. He becomes the link in the chain of command\nthat ties the squad into the greater Imperial efforts in\ntheir theatre of operations, receiving orders and sending\nvox messages to appraise the higher-ups as to the\nsquad’s progress.\nr\nIn addition to the responsibilities of command, the squad leader\nis also useful in that he can use his position to improve the Kill-\nteam’s Cohesion through his natural charisma and leadership.\nThis has the following game effects:\n• The leader can use his Fellowship or the Command skill to\nrally his squad and repair Cohesion Damage (see page 96\nfor details on the Command skill and its uses).\n• Once during the Mission, the leader and any Battle-\nBrothers within his Support Range (see page 213) can\nautomatically enter Squad Mode without the need to make\na test. This can be either at the start of the leader’s turn as a\nFree Action, or at any point by the leader as a Reaction.\nIn addition to these advantages the GM can also designate\nthe leader to carry any special mission-specific equipment or\nintelligence. So for instance, if the Mission required special pass\ncodes, or an experimental auspex scanner, the leader is typically\nentrusted with such items.\noaTh-Taking\nThe Adeptus Astartes hold their oaths to their Primarch, the\nEmperor, and their brothers above all other things in the\ngalaxy. Such pledges of valour given to their Primarch, Battle-\nBrothers, and the Emperor are a common part of a Battle-\nBrother’s existence and often take place before embarking\non a Mission. Oaths can come in many forms, and different\nBattle-Brothers may make different oaths before a battle\ndepending on their focus for that Mission.\nBefore embarking on a Mission, the players may choose\none oath for their Kill-team which will last for the duration\nof the Mission. All oaths have a prerequisite Career Path and\nmay only be chosen by the Kill-team if their current leader\nmeets this requirement. An oath will then provide the Kill-\nteam with a group benefit as well as a selection of Squad\nMode abilities, any or all of which may be activated during\nthe course of the mission. In addition to the listed Codex\nSquad Mode abilities the Kill-team will also have access to\ntheir leader’s Chapter Squad Mode abilities.\noaTh of The asTaRTes\nA Battle-Brother’s loyalty to his Chapter and Primarch is\nsecond only to his loyalty to the Emperor. Those who serve in\nthe Deathwatch are no different. These Space Marines learn\nto share this loyalty with their newfound brothers in arms.\nTaking the Oath of the Astartes means studying the Codex\nAstartes and drilling with squad tactics until the Battle-\nBrother’s skills are honed to a fine edge.\nPrerequisite: Tactical Marine, Assault Marine or Devastator\nMarine\nEffect: Those who take this oath have added faith in their\nBattle-Brothers and a keener understanding of the strength\nof their squad. A Kill-team which takes this oath before a\nMission may add +2 to their Cohesion for the duration of\nthat Mission.\nSquad Mode Abilities: Squad Advance, Bolter Assault and\nTactical Spacing.\n\n229\nVII: Playing The Game\nr\nA Battle-Brother’s loyalty to the Emperor is a vital part of\nhis existence, a value instilled in him since his induction and\na shield he carries with him wherever he goes. Often before\nbattle, Space Marines gather in the Watch Fortress’ grand\nshrine to the Emperor and reaffirm these oaths of loyalty,\ngiving themselves a greater sense of purpose and renewing\ntheir fervour for defending the Imperium.\nPrerequisite: Tactical Marine, Librarian or Apothecary\nEffect: Those who take the Oath to the Emperor before battle\nhave spent long hours praying to the Emperor and are filled\nwith his righteous zeal. All members of the Kill-team may\nadd +10 to Willpower Tests for the duration of the Mission.\nSquad Mode Abilities: Fire for Effect, Regroup and\nStrongpoint.\noaTh of gloRy\nThe Adeptus Astartes relentlessly seek glory in the Emperor’s\nname, often pushing themselves to feats of greatness (even by\nthe high standards of the superhuman Space Marines) against\nthe Imperium’s foes. Such feats become the tales of glory told\nwithin a Chapter and can earn those responsible great respect\nand standing amongst their peers.\nPrerequisite: Tactical Marine or Assault Marine\nEffect: Those that take the Oath of Glory pledge to the\nEmperor, their Chapter, their Primarch, and their Battle-\nBrothers to prove themselves in battle above and beyond their\nduty. All members of a Kill-team which take this oath will\ngain an additional point of Renown for each Primary and\nSecondary Objective that the Kill-team completes, as long as\nthey are personally involved.\nSquad Mode Abilities: Squad Advance, Bolter Assault and\nFurious Charge.\noaTh of knowledge\nKnowledge is power, and on the battlefield it can mean the\ndifference between anticipating a foe’s attacks and being\ncaught off guard. Many Battle-Brothers study the Imperium’s\nfoes to learn their strengths and weaknesses so they may\nbetter kill them in combat. However, the Imperium’s foes are\nnear infinite and a Battle-Brother’s time is not.\nPrerequisite: Librarian or Apothecary\nEffect: Those who take the Oath of Knowledge endeavour to\nlearn all they can of their foes. A Kill-team which takes this\noath may choose a single kind of foe (i.e. Ork, Tau, Tyranid),\nand for the duration of the Mission all members of the team\nwill gain a +10 to Weapon Skill and Ballistic Skill Tests\nagainst this chosen enemy with ranged or melee weapons.\nAlternatively a Librarian who takes the Oath of Knowledge\n(or is part of a Kill-team which selects it) may instead choose\nto study their powers more exhaustively and steel himself\nagainst the perils of the warp. This grants the Librarian\nthe ability to re-roll the results of any rolls on Table 6–1:\nPsychic Phenomena (see page 187) for the duration of the\nMission.\nSquad Mode Abilities: Go to Ground, Dig In and\nStrongpoint.\noaTh of loyalTy\nAs important as loyalty to the Chapter is loyalty to one’s\ncomrades. Knowing they can be relied upon in combat to\nwatch a Battle-Brother’s back and support his attacks is key to\nthe squad’s strength and effectiveness. An Oath of Loyalty is a\nway of strengthening that faith within the squad and boosting\na Battle-Brother’s own connection with his Kill-team.\nPrerequisite: Tactical Marine or Apothecary\nEffect: Those who take the Oath of Loyalty spend time with\ntheir Battle-Brothers to strengthen their camaraderie. A Kill-\nteam which takes this oath gains a +1 bonus on Cohesion\nChallenge rolls and their leader may add +10 to all tests to\nresist Cohesion damage.\nSquad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath\nPrerequisite\nBenefit\nSquad Mode Abilities\nOath of the Astartes\nTactical Marine, Assault Marine,\nor Devastator Marine\n+2 Cohesion\nTactical Advance, Bolter\nAssault, Tactical Spacing\nOath to the Emperor\nTactical Marine, Librarian, or\nApothecary\n+10 to Willpower Tests\nFire for Effect, Regroup,\nStrongpoint\nOath of Glory\nTactical Marine or Assault\nMarine\n+1 Renown per objective\nTactical Advance, Bolter\nAssault, Furious Charge\nOath of Knowledge\nLibrarian or Apothecary\n+10 to WS and BS vs. a\nchosen enemy or re-roll Psychic\nPhenomena\nGo to Ground, Dig In,\nStrongpoint\nOath of Loyalty\nTactical Marine or Apothecary\n+10 to all Tests to resist\nCohesion Damage, +1 to\nCohesion Challenges\nTactical Spacing, Regoup, Soak\nFire\nOath of the Weapon\nDevastator Marine or\nTechmarine\nIgnore jams, re-roll tests to\nconfirm Righteous Fury\nFire Support, Fire for Effect,\nTank Buster\n\n230\nVII : Playing the Game\noaTh of The weapon\nSpace Marines drill constantly, and when they are not fighting.\nthey are training for combat. Some Battle-Brothers take this a\nstep further and take oaths to ensure their weapons do not fail\nthem in combat, blessing bolters and chainswords so that the\nEmperor might ensure their effectiveness against His enemies.\nPrerequisite: Techmarine or Devastator Marine\nEffect: Those taking the Oath of the Weapon pray over their\nweapons before battle and strive to extinguish even the smallest\nelement of chance in their function. A Kill-team which takes\nthis oath may ignore the effects of Jams (see page 249) with\ntheir personal weaponry and re-roll Weapon Skill Tests to\nconfirm Righteous Fury (see page 245) with melee weapons\nfor the duration of the Mission.\nSquad Mode Abilities: Fire Support, Fire for Effect and\nTank Buster.\narming\nThis is the final stage of preparation before the Mission begins\nand involves each Battle-Brother choosing his weapons for battle\nfrom the Deathwatch armoury. Which weapons and armour\nare available to a Battle-Brother depends on his Renown and\nstanding within the Deathwatch, while the amount of weapons\nand armour that can be chosen for the whole Kill-team is based\non its set Requisition. Full details on setting Requisition can\nbe found in Chapter IX: The Game Master, while for more\ninformation on Renown and its effects on a Battle-Brother’s\naccess to weapons and armour see Chapter V: Armoury.\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\nhe should keep them as simple and as broad as possible. For\ninstance, a primary objective could be to destroy an enemy\nbase, leaving the method of its destruction up to the players.\nThe players should be aware, however, that to complete their\nMission, and reap any rewards as a result, they must complete\ntheir primary objectives.\nseCondaRy\nMost Missions have additional objectives attached to the\nprimary objective that reinforce the Mission’s success. For\ninstance, if the primary objective is to destroy an enemy base,\nit might also come with a secondary objective to destroy\nthe nearby enemy landing platform. Typically, secondary\nobjectives are smaller and easier to complete than primary\nobjectives, though they nonetheless require a degree of daring\nand effort on the part of the Kill-team. While completing\nsecondary objectives does not govern the success or failure of\nthe Mission in the same way as primary objectives do, their\ncompletion reinforces the Mission’s success and increases the\nplayers’ rewards.\nTeRTiaRy—TaRgeTs of oppoRTuniTy\nAfter primary and secondary objectives come tertiary\nobjectives, also known as targets of opportunity. These are not\nobjectives in the strictest sense and do not directly influence\nthe completion of the core Mission. They do, however,\npresent the Kill-team with a chance to earn more glory for\n\n231\nVII: Playing The Game\nthemselves and further enhance their standing within the\nChapter by proving their skill on the battlefield. A typical\ntarget of opportunity could be an enemy commander, a\nmunitions supply dump, or Imperial captives. The GM should\nonly give limited information about the Mission’s targets of\nopportunity during the mission briefing, leaving it up to the\nplayers to identify them during the game.\nplayeR CReaTed obJeCTives\nNeither the GM nor the players should feel that Mission\nobjectives are set in stone and prohibit the characters from\nthe freedom to change or alter the Mission in some way. To\nthis end, the GM can allow the players to come up with their\nown primary, secondary, or tertiary objectives during play if\ntheir planning and reasoning is good. For instance, if when\nsent to destroy an enemy spaceport the players decide that it\nwould be viable to plant an explosive on a cargo lighter, thus\ndelivering the bomb up into orbit, the GM can then create a\nnew objective to accommodate it. The GM should be careful\nto make sure that all player created objectives remain within\nthe general nature of their mission (such as attacking the\nenemy, securing a beachhead, or relieving a friendly force).\ns\nNo Mission goes according to plan, even for the elite warriors\nof a Deathwatch Kill-team. Drop zones can be missed,\nintelligence can prove false, and support troops can fail to\narrive. These Mission complications are ways in which the\nGM can keep the players off balance and make the mission\nmore interesting by adding the fog of war. In addition to\nforcing the players to adapt to difficult situations and think\non their feet, complications also increase the difficulty of a\nmission and as a result the rewards the players gain from it.\nHere are 10 typical complications that the GM can use to\nalter the nature of his missions, though he should feel free\nto come up with more of his own. If a degree of randomness\nis required, the GM can roll a die on Table 7–17: Mission\nComplications to see what has gone wrong for the players.\na bad beginning\nSome missions almost end before they begin, with misfortune\nstriking right from the start. This complication indicates that\none of the Kill-team has been wounded during deployment,\neither as a result of a bad drop pod landing or perhaps hitting\na mine when leaving their Rhino. The GM should have all the\nplayers roll a dice. The player (or players in the case of ties)\nwith the lowest roll suffers 1d5 points of Critical Damage\n(not reduced for armour or Toughness Bonus) to a random\nbody location.\nbad inTelligenCe\nFrequently the Imperium’s intelligence about its foes is just\nplain wrong. Commanders base decisions on unfounded\ninformation and send soldiers to pay for their ignorance.\nWhile the Deathwatch is more careful than most of the\nEmperor’s forces, they too can suffer from this fate. The GM\nshould change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\nto destroy a bridge to discover it does not exist. It is then\nup to the players to discover the new objective and try to\ncomplete it.\nCuT off\nAs can often happen in the chaos of war, a forward unit can\ndiscover its supply lines cut off as the frontlines shift suddenly.\nWith this complication, any reserves or outside support for\nthe Kill-team is unavailable. This could mean vox channels\nhave been jammed or a supporting orbital defence platform\nhas come under attack and cannot assist.\nfRiendly fiRe\nDuring the Mission, the Kill-team is either mistaken for an\nenemy unit or finds itself in an area coming under Imperial\nsaturation bombing. This attack can occur at any time during\nthe Mission, usually from an unseen Imperial artillery unit in\ninseRTion and exTRaCTion\nHow the Kill-team reach the battlefield and how they\nleave it depends on the nature of the Mission. This could\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nfrom a forward base. Ultimately it falls to the GM, in\nthe role of the characters’ commanders, to decide how\nthey should be deployed. In certain circumstances, the\nplayers may be able to choose for themselves depending\non the level of freedom their Mission allows. In either\ncase, the strengths and weaknesses of each method can\nhave a big effect on the Mission. For instance, arrival by\ndrop pod can place a Kill-team deep behind enemy lines\nwith limited chance of extraction, while arriving as part\nof a massive assault (possibly involving other arms of\nthe Imperial war machine) means negotiating the chaos\nand havoc of battle to complete their objectives.\nTable 7–17: Mission Complications\nDice Roll Complication\n1\nA Bad Beginning\n2\nBad Intelligence\n3\nCut Off\n4\nFriendly Fire\n5\nLogistical Failure\n6\nMisdrop\n7\nRace Against Time\n8\nRivalry\n9\nThey Knew We Were Coming...\n10\nUnexpected Enemies", + "category": "mission", + "tags": [ + "complication", + "mission", + "oath", + "objective", + "reward" + ], + "aliases": [ + "complication", + "mission", + "oath", + "objective", + "reward" + ], + "relatedRules": [ + "Renown", + "Requisition" + ], + "page": 227, + "pageEnd": 232, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 75 + }, + { + "id": "cr-skills-awareness", + "rule_id": "cr-skills-awareness", + "title": "Awareness", + "summary": "Basic / Perception", + "content": "Basic. Detect threats, ambushes, traps, hidden objects, or environmental cues. Opposed vs. another’s actions; standard vs. environmental factors.\n\nAwareness encompasses the character’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps or cleverly hidden objects—or slight changes in the environment—such as a faint vibration or a foul smell. When using Awareness against an opponent, the test is always opposed. Noticing environmental factors is a standard test.\n\nSkill Use: Free Action made in reaction to something.", "category": "skills", - "id": "rule_275" + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Awareness Skill", + "Perception" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 75 }, { - "title": "(10) (8)", - "content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural\n", - "page": 22, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_276" + "id": "cr-skills-command", + "rule_id": "cr-skills-command", + "title": "Command", + "summary": "Basic / Fellowship / Interaction", + "content": "Basic (Interaction). Direct and coordinate allies; inspire arrests, retreats, or complex manoeuvres as permitted by the GM.\n\nDirect others in battle or stressful situations. Used to issue orders, coordinate actions, and keep lesser troops steady. Difficulty varies by situation and target disposition. More complex, far‑reaching orders require more time.\n\nSkill Use: Half Action for simple orders; Full Action for more involved commands.", + "category": "skills", + "tags": [ + "basic", + "interaction", + "skill" + ], + "aliases": [ + "Command Skill", + "Fellowship" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 75 }, { - "title": "Toughness (x2).", - "content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n", - "page": 22, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_277" + "id": "cr-skills-dodge", + "rule_id": "cr-skills-dodge", + "title": "Dodge", + "summary": "Basic / Agility", + "content": "Basic. Avoid a successful melee or ranged attack.\n\nUsed as a Reaction to nullify a successful hand‑to‑hand or ranged attack. On success, the attack deals no damage (see Combat rules for specifics).\n\nSkill Use: Reaction.", + "category": "skills", + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Agility", + "Dodge Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 75 }, { - "title": "4; Balanced, Tearing).", - "content": "Gear: Astartes jump pack, 3 bolt pistol reloads, devotion\nchain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip\n", - "page": 22, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_278" + "id": "cr-skills-intimidate", + "rule_id": "cr-skills-intimidate", + "title": "Intimidate", + "summary": "Basic / Strength / Interaction", + "content": "Basic (Interaction). Coerce through threats, fear, or display of force; opposed by Willpower.\n\nUse fear, physical presence, or brutal displays to compel behaviour. Opposed by Willpower; situational modifiers apply (size, leverage, social context). Special Use: War Cry during a Charge to penalise foes’ Parry/Dodge if successful.\n\nSkill Use: Varies; War Cry is a Free Action as part of a Charge.", + "category": "skills", + "tags": [ + "basic", + "interaction", + "skill" + ], + "aliases": [ + "Intimidate Skill", + "Strength" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 75 }, { - "title": "40, Reload 2Full)", - "content": "Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5,\n", - "page": 22, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_279" + "id": "cr-skills-medicae", + "rule_id": "cr-skills-medicae", + "title": "Medicae", + "summary": "Advanced / Intelligence", + "content": "Advanced. Diagnose and treat injuries and ailments; perform field medicine and surgery.\n\nCovers first aid, surgery, disease treatment, and related medical tasks. Quality of tools, environment, and patient condition modify difficulty. Some procedures are Extended Tests; Medicae interacts with drugs/chems (see Chem‑Use).\n\nSkill Use: Half Action to Full Action for standard applications; complex procedures may be Extended.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Medicae Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 75 }, { - "title": "cannot be reloaded in flight, Blast (6) )", - "content": "6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10,\neach missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, –/–/10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunship’s\nmachine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception\nto his good nature is Watch Captain Servais. The two have\nconflicted time and again on matters of strategy, philosophy,\nT\nhe Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches\nsection represent a selection of prominent individuals to combat has been a wedge between the two ever since the\nwho frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with\nor rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment\nideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term\nrole in your campaign. of service. Despite the Inquisitorial sanction, he possesses\na burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix\n", - "page": 22, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_280" + "id": "cr-gm-tables-fate-points", + "rule_id": "cr-gm-tables-fate-points", + "title": "Fate Points", + "summary": "Spend or burn Fate Points during play.", + "content": "204\nVII : Playing the Game\nexaMple\nCodicier Raeigus is trying to decipher some ancient alien wards on\na tomb wall. Because of the nature of the wards and the age of\nthe writing, the GM decides that this is a Hard (–20) Lore:\nForbidden (Xenos) Test. Normally Raeigus would make this\ntest against his Intelligence of 47, however as this is a Hard test he\nsuffers a –20 penalty to his Characteristic for this test. Therefore to\npass the test he must roll 27 or less.\nassistance\nIn some situations, multiple characters working together have\na better chance of completing the task than if a character\nattempts it alone. With the GM’s permission, a character can\nassist another character who is performing a test. Only the\ncharacter who is actually performing the test rolls dice. Each\ncharacter assisting reduces the difficulty by one step (see\nTable 7–3). If the test succeeds, the character performing the\ntest gains an extra Degree of Success.\nLimits on Assistance\nCharacters can assist each other in most tasks, but there are\nlimits:\n• To give assistance on a Skill Test, a character must have\ntraining in the skill.\n• The assisting character must be adjacent to the character\nperforming the test.\n• Assistance cannot be given for Reactions or Free\nActions.\n• Assistance cannot be given on tests made to resist\ndisease, poison, Fear, or anything else the GM deems\ninappropriate.\n• No more than two characters may attempt to assist\nanother on a single test.\nexaMple\nUlfric is trying to get an ancient transponder to work so that his\nKill-team can call in support. This requires the Tech-use Skill,\nwhich Ulfric has trained in but is not well versed. Brother Tuteros,\na member of the Kill-team, is also on hand, however, and also has\nsome training in Tech-use, enabling him to help Ulfric and improve\ntheir chances of success. The GM declares the normal difficulty for\nthis test is Challenging (+0), but with Tuteros’ Assistance, the test\nbecomes Ordinary (+10). Furthermore, if Ulfric succeeds at the test,\nhe automatically gains an extra Degree of Success.\nThe Role of\nFate\nS\npace Marines are unusual people, individuals with\nabilities, backgrounds, and experiences well beyond\nthose of ordinary citizens of the Imperium. More than\nanything, the role of Fate in a Battle-Brother’s life is what\nseparates him from the masses. All characters begin play with\na number of Fate Points, which are determined at character\ncreation. For some, these Fate Points represent destiny, a sign\nthat the Emperor has marked them for greatness. For others,\nFate represents simple luck.\nts\nFate Points allow a Battle-Brother to manipulate situations\nby mitigating bad results or turning a mishap into fortune.\nAmong other things, this allows players to take more risks,\nwhich makes the game faster and far more exciting. A Battle-\nBrother has a limited pool of Fate Points, and when a Fate\nPoint is spent, that pool is reduced by one. Spent Fate Points\nare restored at the beginning of the next gaming session, or\npossibly under special circumstances in the middle of a game\nsession that the GM deems appropriate. A Fate Point can be\nused at any time, either on the character’s own Turn or in\nreaction to the action of another character. Spending a Fate\nPoint is a Free Action.\nSpending one Fate Point allows a Space Marine to do one\nof the following:\n• Re-roll a failed test once. The results of the re-roll are\nfinal.\n• Gain a +10 bonus to a test. This must be chosen before\ndice are rolled.\n• Add an extra Degree of Success to a test. This may be\nchosen after dice are rolled.\n• Count as having rolled a 10 for Initiative.\n• Instantly remove 1d10 Damage (this cannot affect\nCritical Damage).\n• Instantly recover from being Stunned.\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nTable 7–3: Test Difficulty\nDifficulty\nTest Modifier\nTrivial\n+60\nElementary\n+50\nSimple\n+40\nEasy\n+30\nRoutine\n+20\nOrdinary\n+10\nChallenging\n+0\nDifficult\n–10\nHard\n–20\nVery Hard\n–30\nArduous\n–40\nPunishing\n–50\nHellish\n–60", + "category": "gm_tables", + "tags": [ + "fate", + "gm_tables", + "heal", + "initiative", + "reroll" + ], + "aliases": [ + "fate", + "heal", + "initiative", + "reroll" + ], + "relatedRules": [ + "Critical Damage" + ], + "page": 205, + "pageEnd": 205, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 70 }, { - "title": "Requisition to stack the odds in your favour.", - "content": "team must negotiate violent mistrust wherever they go as advEnTurE sEEds\nthey track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central\nworld. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the\nspecies and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing\nreaches the planet, they find it already under sanction component for her allies. If she has reason to trust\nfrom the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all\nthe Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then\ndesire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very\nquestionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends\ninquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new\nquisT abomination has surfaced in the region’s budding cold\n", - "page": 23, - "source": "Game Master's Kit", + "id": "gmk-gm-tables-game-master-s-kit-reference", + "rule_id": "gmk-gm-tables-game-master-s-kit-reference", + "title": "Game Master's Kit Reference", + "summary": "GM Kit mission, antagonist, and table reference text.", + "content": "®\n\f Credits\nLead Developer Art Direction\nRoss Watson Zoë Robinson\n\nWritten and Developed by Production Manager\nAndrea Gausman Gabe Laulunen\n\nBased on Dark Heresy, Designed by FFG Lead Game Designer\nOwen Barnes, Kate Flack, and Mike Mason Corey Konieczka\n\nEditing FFG Lead Game Producer\nBen Lurie Michael Hurley\nCredits\n\nGraphic Design Publisher\nKevin Childress Christian T. Petersen\n\nAdditional Graphic Design\nMark Raynor\nGames Workshop\nCover Art Licensing Manager\nOwen Rees\nMichael Phillippi\n\nInterior Art Head of Licensing\nPaul Lyons\nVictor Corbella, Simon Eckert, Mark Gibbons, Zach Graves,\nAnton Kokarev, Hector Ortíz, Erich Schriener,\nHead of Intellectual Property\nand Mark Smith\nAlan Merrett\nRPG Producer\nMack Martin\nSpecial Thanks\n“No Guts, No Glory” Sean Connor with Mathieu Booth, Nick\nHodge, Stephen Pitson, Mark Smith, and Michael Thompson,\nDavid Schumpert with David Hudock, Martin Linde, Adam\nSchumpert, and Pierre Wagenseil\n\nFantasy Flight Games\nFANTASY 1975 West County Road B2\nFLIGHT Roseville, MN 55113\nGAMES USA\n\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\n\n2\n\f Shadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring\ngladEs\n•\nBEhind EnEmy\nlinEs\n•\nt\n\n•\nt\n\n3\n\f Shadow of Perhaps intending to preserve the planet’s ecosystem\nfor their own use, the enemy planted Delirium Trellises to\ninfect the population with visions of death and insanity. The\n\nMadness tormented inhabitants tore one another apart, becoming just\none more casualty of the Age of Shadow. While the Trellises’\npotency diminished over the millennia, they still taint Baraban\nwith echoes of madness that manifest in the planet’s infamous\nShadow of Madness\n\n“It is merciful to let me be mad. Pity the man who can remain\nheartlessly sane.” visions.\n\n–Writings of an ancient Terran prophet\noverview\nT\nhe Jericho Reach seethes with xenos secrets and mysteries\nfrom before the Age of Shadow. One enigma amongst The Delirium Trellises on Baraban were concealed via a strange\nmany is Baraban, a forested planet where “ghosts” haunt phasing technology that kept them from interacting with the\nImperial Guardsmen and their Tau enemies alike. the ShaDow material world until they were ready to be detonated. A few\nss explores what unfathomed forces may have cursed failed to activate in the assault that doomed the planet. They have\nthe planet, and raises questions about their connection to the lingered undetected in the corners of reality ever since. Certain\nunknown purpose of the waiting Omega Vault. wavelengths of light disrupt the arcane phasing mechanism that\ncloaks the devices. By chance or fate, the accidental interaction\nof a Tau ion cannon with a las burst changed the quantum state\nThe TruTh oF BaraBan of the las beam to the precise wavelength necessary to affect\nThe true nature of Baraban’s apparitions is not rooted in the Trellises. The momentary revelation of one has sparked a\nspirits, but in the mind. Long before its region of space was chain of events requiring the Deathwatch’s intervention.\ndubbed the Canis Salient, in the height of the Jericho Sector’s The Chamber of Vigilance has long suspected that the\nglory, the planet was a prosperous centre of agriculture and Omega Vault somehow monitors the Watch Fortress’s central\nlearning. Its fate was not dissimilar to many of the sector’s data reservoir for events of significance to its mysterious\nother worlds: an malevolent unknown enemy destroyed the purpose. (Information on the Omega Vault is available in the\npopulation with dark, forbidden technology. Deathwatch Rulebook on pages 332-333. Its existence is not\na secret from most Battle-Brothers, and you should confirm\nyour players know the term before launching this adventure.)\n\n4\n\fThe Vault reacted to news of the Trellis on Baraban by revealing\na trio of archeotech luminators. The Kill-Team deploys to the\ntainted planet. There, they must negotiate its aura of madness\nThE dElirium TrEllis\nand the effect it has on the stationed Imperial Guard, as well as The Ordo Xenos has unearthed a handful of madness-\nenemy Kroot forces and an elite Tau strike team apparently in inducing xenotech webs in the Jericho Reach, and dubbed\ncompetition for their objective. Should the Kill-Team succeed them Delirium Trellises for their effect on humans. The\nin obtaining and understanding the xenos technology, they devices cause subtle distortions in the warp, which seem\n\nShadow of Madness\ngain insight to the mystery of Baraban’s curse, but are left with to cause different malignant reactions in different life\nfar larger questions about who or what was responsible, and its forms. This variance has led to theories that the creators\ngreater significance. of the Delirium Trellis were either immune to its effects\nor capable of constructing protective measures.\nA Trellis takes the form of a looming yet delicate array\n\nErioch of shifting images until activated. Once this happens, it\nquickly rots away, leaving no physical sign of its existence,\nbut intangibly blighting the surroundings for dozens of\nkilometres. The number of Trellises necessary to blanket\n“The hand that built this place did so with a purpose. Let us pray\nan entire planet with dementia is easily hundreds of\nthat purpose is never enacted.”\ntimes the total count of devices ever discovered, nor do\n–rumoured to be Epistolary Axineton’s first words upon any known accounts exist of the phasing used to conceal\nembarking Watch Fortress Erioch the Delirium Trellises on Baraban. Perhaps this indicates\n\nT\nthat their application on Baraban is unique, for the\nhe massive labyrinth of Watch Fortress Erioch can be\nalternative—that other legions of these weapons still lie\na place of calm repose or frigid isolation, depending\ndormant in dark corners of planets across the Reach—is\non the occupant’s nature. The Game Master should\nterrifying indeed.\nencourage the players to detail what their characters do\nwhile waiting for their next (or first) Mission, providing the\nopportunity to consider dimensions of the Battle-Brother Captain is also present. The GM should feel free to substitute\nbeyond his martial prowess. whatever Mission Authority is most interesting in the context\nThe Fortress’s secrets guard themselves, and little is of his campaign.\nrestricted to a Battle-Brother. He has access to training Erioch’s cavernous surveillance\ngrounds, chapels for prayer and meditation, libraries theatre engulfs hundreds of serf-\nreplete with tomes that lesser men have been put to manned monitoring stations. The\ndeath for opening. Should he choose to stray lowliest of these are pit panelled\ninto the echoing, ancient expanses that delve in grainy screens that rotate\ntowards the station’s heart, no hand will stop through still and moving picts\nhim. A Battle-Brother also has frequent of the Reach’s many battlegrounds.\nopportunities to interact with the other On the tiers above that rest\nSpace Marines serving on Erioch. His more elaborate stations\nascetic cell is as likely to neighbour where aquila frames\nthat of a Watch Captain as one of his surround the displays,\nKill-team fellows, and the entirety and ornate thrones\nof the Fortress’s Deathwatch seat those authorised to\nmembership assembles for meals in view the Reach’s most classified\none corner of a cavernous hall that footage. The room is in disarray,\ncould hold ten times their number. littered with notes, print-outs,\nFor ideas on various NPC’s of the data-slates, and other detritus,\nWatch Fortress, see the Appendix evidencing the intensive archive search\non page 24. that just ended. Servitors have begun\nthe slow task of restoring order; many\nof the pits are empty; a few still contain\nChasinG the twitching forms of serfs whose brains\nshadows could not handle the inundation of\nimages they processed over the last few\nWhatever a Battle-Brother’s typical day on Watch days. The room’s largest screen contains a\nFortress Erioch may be, this Mission interrupts grid of hundreds of images, some still and\nit with a call to duty. A serf in a hooded robe some looping motion.\napproaches each Battle-Brother, and deferentially Inquisitor Quist (see the NPC Profiles on\ninforms him that his presence is sought in the surveillance pages 24-28) sits at the central command dais. As the Kill-\ntheatre. This section assumes Inquisitor Quist of the Ordo team arrives, read or paraphrase the following:\nXenos gives the briefing, although the Kill-team’s Watch\n\n5\n\f She pauses for input from the Kill-team before continuing.\nInquisitor Quist lifts her haggard gaze from a sprawl of hand- If they do not inquire about what the Omega Vault revealed,\ninked maps as you approach. Her weary posture suggests that she elaborates.\nforce of will alone allows her to stand as she nods a respectful\ngreeting to you all. “Forgive us for taking over your surveillance\ntheatre. A few days ago we received a strange report from the “You should see precisely what the Vault revealed.” The Inquisitor\nShadow of Madness\n\nCanis Salient.” She pauses to survey the room’s kaleidoscope of gestures upwards, and the observant machine spirits that control\nscreens, which do indeed flicker through a preponderance of the the room’s command platform respond. The top slides off a nearby\nTau forces and their sympathisers which dominate the Canis pedestal, and with a hiss of objection from the ancient actuators,\nSalient. “The account describes ‘a hail of dark daggers’ that fell three identical archeotech luminators rise into view from within.\nin the middle of a battle. The local Imperial Guard tried to send The engravings are of clear Imperial craftsmanship, and a soft\nus a sample of one, but the box arrived empty .Of even more blue light shines perpetually through the intricate stained glass\nsignificance, however, is that the Omega Vault revealed another chimneys. The Inquisitor turns her gaze back to you. “By the\nsub-chamber immediately after this report was uploaded to the sacred agreement between my order and yours, I request your aid\nFortress’s central cogitator.” in bringing light to the darkness once more.”\n\nDepending on your players’ familiarity with the Jericho Inquisitor Quist answers any questions the Kill-team has to\nReach, you may need to explain the Canis Salient and the the best of her ability, and conveys further points of relevance\nOmega Vault. As the most elite heroes of the Imperium, this to the mission:\ninformation is certainly entrusted to their characters. Once\n• The report originated from Imperial Guard Epsilon\nyou are comfortable that the players understand the events\nOutpost 420, under the command of Colonel\ntranspiring around them, continue:\nAfton Hathe.\n• She does not have any leads on what happened to the\nmissing sample. (The truth is that the Trellis fragment\n“Since then, we’ve been trying to see what other data we can disintegrated as it was designed to do.)\ncorrelate with this incident. We found one pict of…interest.” • The Hunter-class frigate Spear of Fury is waiting to convey\nShe turns an ornate cog on the command console, and a still the team to Epsilon Outpost 420 on Baraban, and can be\npict on the central screen eclipses the others. In it, a fierce battle contacted to extract them when ready.\nrages between Vespid and Imperial Guard, all darkened by a • The enemy forces on the Battlefront are typically bulk\njagged, ominous shadow. She adjusts another dial, and the view troops and skirmishers, but there is no telling what\nof the frozen scene pans back. Despite the complete view of the strength and numbers may accompany the Tau officials\nlandscape, no object exists that could possibly cast the large and spotted recently. Quist predicts the Battle-Brothers will\ninexplicable shadow. The Inquisitor circles the dark shape with have an easier time moving through the warzone if they\nher finger. “We believe this is the same location described by the don’t draw attention to themselves.\nreport in question. As you can see, there is clearly something • You may issue the information in the Baraban sidebar\nabnormal about it. I might have sent my own agents to investigate, as a briefing document or simply use it as reference in\nbut the Omega Vault’s response interests the entire Chamber of this discussion.\nVigilance. We also believe that the Tau have deployed command Once the Kill-team is briefed and any questions answered\nunits in response. If there is something dangerous—or connected with the limited information on hand, their Watch Captain\nto the Vault—we can’t afford to let it fall to the enemy.” sees to their arming.\n\ne\nMost Kill-Teams operate under a single Watch Captain, but that does not mean he should always initiate their Mission. A\nbriefing presents the opportunity to introduce NPC’s outside the normal circles of the Deathwatch. Good information is\noften in short supply in the Imperium, but Battle-Brothers are among the elite few trusted with more or less full access to\nwhatever is known. Brother Space Marines, military officers, adepts, and many other personages may come to together\nto arm the Kill-team with the most accurate intelligence possible.\nAdditionally, the briefing is usually the players’ first glimpse of the Mission, setting the tone of what is to come.\nThe firsthand account of a planet’s devastation from a haggard survivor sets very different expectations from a military\noverview of troop deployments in the same battle zone. The authority who actually requested the Mission also presents\npossibilities for intrigue. Does the authority seem to be holding something back? Is their Watch Captain pleased about\nthis Mission? Why is this Mission important enough to warrant Deathwatch attention in the first place? A savvy GM can\nuse even the traditional kick off of a Mission to convey more than just the Objectives, should he so choose.\n\n6\n\fg\n“Brother-Sergeant Valus crossed through the Warp Gate with\nCalculating Mission Requisition in an investigative Mission the first Crusade forces. He had much wisdom to share about\nwhere the situation is unknown requires anticipating what his battles in the Reach, but above them all, the tale he told of\nObjectives the Kill-team will set, something the GM can Baraban has stayed with me. It was as blasphemous in its own\nnever be sure of. Your best guess at what the players are likely way as anything festering in the Charon Stars. He said something\n\nShadow of Madness\nto attempt translates into the Mission Authority’s intuition wearing Guilliman’s guise came to him one night while he stood\nabout the difficulty of the Mission. You may not always guess sentry. This was before we knew the planet’s treachery, and for\ncorrectly, but a deliberate error in judgment by this Mission a moment he mistook the vision for a blessing. But then the false\nAuthority should be a calculated event. This Mission has a spirit beckoned him into the forest, and he began to doubt. Why\nsuggested Requisition rating of 50 (rounded up from 49), would his Primarch ever ask us to abandon our watch and our\nbased on the following assumptions: duty? He challenged the insolent mimic. That instant, it revealed\nPrimary Objective: Stop all of the Delirium Trellises from itself for the distorted imposter it was. Our Brother banished it in\nfalling into enemy hands (Skilled Objective, 17 Requisition) a rain of holy bolter fire. I have often wondered: what manner of\nSecondary Objective: Bring back useful information on daemon would dare—could dare—to impersonate a Primarch,\nthe Trellises (Novice Objective, 11 Requisition) much less hold the reprehensible deception for even a moment?”\nTertiary Objective: Keep the Outpost from being overrun\nby Kroot (Novice Objective, 6 Requisition)\nThe war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\nObjective, 7 Requisition)\ntake extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n(Veteran Objective, 8 Requisition)\nYou should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planet’s dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\n\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ship’s crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\nMission with Dane, he recalls an anecdote from a White\nConsul who once received passage on the Spear:\n\n7\n\f Baraban eager or nimble Battle-Brother can attempt to jump directly\nonto one of the massive tree trunks with a Challenging (+0)\nAgility or Acrobatics Test. Failure by one degree or less\n“They were all around me, sure as you are now. And they were angry, indicates that he successfully landed on a branch, but it could\nso angry that I’d made it through the Greyhell Front and they’d all not support his power-armoured bulk. Tumbling through the\ndied. If I hadn’t run they would have dragged me back to hell with cracking foliage counts as a fall of only 3 metres (see page\n261 in the Deathwatch Rulebook), while a greater failure\nShadow of Madness\n\n‘em right then!”\ncauses Damage from the full 15 metres.\n–Deposition of Guardsman Lars Ibsen The Kroot form a Horde of Magnitude 35. (See page 359\nbefore his execution for desertion of the Deathwatch Rulebook) Once broken, they retreat into\n\nT\nhe thick forests of Baraban hide the war that wages the forest.\nbeneath them, making the planet deceptively serene\non approach. Read or paraphrase the following as the e\nKill-team descends through the atmosphere.\nS\n\nIt is hardly your first time inside a Thunderhawk, although the\ninteriors of these familiar gunships always seem cavernous when\nholding a handful of Battle-Brothers like your Kill-team.—\ninstead of several times this number of your Chapter Brothers.\nThe holo-projectors at the troop transport station activate as you\nstart to descend. Clamps affix your Land Speeder to the gunship,\nS T ag int Per wP Fel\n(8) (8)\nand one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\nStrength (x2), Unnatural Perception (x2).\nArmour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n6; Reload 2 Full), beak (1d5+8 R, Primitive).\nImperial Guardsmen fighting off an overwhelming number\nGear: Rifle reloads.\nof Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunship’s weapons to bear, it provides\nteam endeavours to turn the battle’s tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outpost’s 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ship’s guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (–30). Any misses or Blast weapons\nassume another 1d10 Guardsmen die for every Round it\nare sure to catch a few Guardsmen.\ntakes the Battle-Brothers to break the Horde. The GM\nFortunately for those without jump packs, the ship’s storage\nmay reduce these casualties if the players take deliberate\nlockers contain a stash of single-use Astartes grav chutes that\nactions to protect the soldiers around them.\ncan be equipped in a Round. Alternatively, a particularly\n\n8\n\f BaraBan\nPlanetary Data: Situated in the Canis Salient, Baraban’s geography is\ndominated by deciduous forests. The north-eastern and south-eastern\ncontinents are typical temperate ecosystems with four distinct seasons.\nThe smaller, western continent is distinguished by several mountain\n\nShadow of Madness\nranges and lower prevalent temperatures due to the elevation. Occasional\naccounts suggest the ruins of a prior civilisation may underlie the forest\nterrain, but no formal exploration has ever been made as the planet is an\nactive battlefront.\nMilitary Disposition: At any time several regiments are active on Baraban.\nMajor footholds exist on each continent, although the shifting of territory\nlines means that many bunkers and trenches built over the war’s history by the\nImperium are in enemy possession. The four largest stable Imperial holdings are\nFort Avernus and the Epsilon Garrison on the northeast continent, Fort Dorn on the\nsoutheast continent, and Faithspyre Station in the western mountains.\nEnemy forces are primarily Kroot and Vespid employing guerrilla tactics, with little evidence of Tau leadership. Despite\nthe apparent lack of organisation in the enemy, the Imperial Guard has been unable to maintain a stable advantage.\nCrusade command lays the blame largely upon the planet’s unusual manifestations (See the Lorekeeper’s Annotation for\nmore detail), but this would not be the first time environmental hazards became a scapegoat for poor leadership.\nLorekeeper’s Annotation: The so-called “Ghosts of Baraban” are an unfortunately well-documented phenomenon.\nThe vast majority of Imperial troops stationed on the planet appear to have experienced visitations ranging from quiet\nvoices to legions of the dead. Mortal minds are ill-suited to such experiences, and incident after incident exists of\nplatoons deserting in fear or turning upon each other in madness.\nReports compiled from previous Deathwatch missions and Storm Warden support for the Crusade enumerate at least\nfive instances of Adeptus Astartes noting similar experiences. Two of these instances, from the Erioch archives, predate\nthe Achilus Crusade by decades, casting serious doubt on Imperial theories that the Tau can claim responsibility for\nthe phenomenon.\n\nOne way or another, the Kroot assault finally ends, either\nintervention. Even if the Battle-Brothers didn’t fight the\nwith the carnivores routed, or dragging off a host of corpses for\nKroot, he remains convinced that the Adeptus Astartes’\na victory feast behind their lines. Within the rubble of Epsilon\nsudden arrival represents the Emperor’s favour upon those\nOutpost 420, the Kill-team can find the young Lieutenant Lionus\nwho remain. He repeatedly thanks them for “saving their\nDrayle. (His relative physical condition and the number of other\nlives and souls from the tainted xenos.”\nsurvivors should be dictated by whether the Space Marines\n• Without even knowing their mission, he offers the Kill-team\nintervened, and how decisive their victory was if they did.)\na guide, troops, supplies, or anything else they might want\nDrayle is a recent officer graduate from his regiment, and—like\nto aide in their duty. Of course, the Space Marines likely\nthe troops now under his command—he has no idea they are not\nlearned long ago that such “aid” from normal men is usually\nin the Halo Stars. Intelligent and brimming with the catechisms of\nmore of a hindrance.\nhis Imperial upbringing, Drayle is the ranking (and only) officer\nIf queried about the battle which brought the Kill-team here,\nleft at the outpost. He has close cut blond hair and prominent\nthe Lieutenant was present and gives his account.\nsideburns. He sports many superficial wounds in various states of\nmending, telling the tale of recurring and bloody battles. Should\nDrayle’s profile become relevant, use the Imperial Guard Field\n“We’d been pushing back a sky full of Stingwings all morning.\nOfficer on page 375 of the Deathwatch Rulebook.\nWe were making progress, but that doesn’t count for much here.\n• General Caroses of the Epsilon Garrison recently went We’ve had more skirmishes than I can count turn on us when\nmissing in action, and it has thrown the local Imperial the ghosts come out. So I deliberately forced the line towards the\nforces into disarray. The Outpost’s Colonel Afton returned glade. There’s something about that place seems the ghosts don’t\nto the Garrison and assumed command. This sudden shift seem to like. Keeps them away. We thought we had the enemy\nleft Drayle in charge no so much by design as default. He routed, but then this Hammerhead burst out of the trees. We were\nsubmitted the Departmento Munitorum forms to have a new still firing up at the Stingwings and it opened up on us with an\nleader assigned, and is trying not to be afraid the paperwork ion cannon. And then—then that’s when it happened. For just\nwas misrouted. a second instead of sky there was this black wall, and I could\n• Drayle is not able to conceal his awe of the Adeptus Astartes, see something moving in it. All these black spikes rained down\nbut his disciplined schooling does allow him to temper it on us; just the memory of them makes my skin crawl. Then it\nenough to discourse in an almost normal fashion. However, disappeared. It must have spooked the enemy too, because I’ve\nhe is convinced that he owes his life and that of the other never seen Vespid retreat so fast and so suddenly.”\nsurvivors (no matter how many or few) to the Kill-team’s\n\n9\n\f He can immediately direct them to the location. The the thoughtless, hungry biomorph tide as the greater threat.\nshadow stands only a few kilometres from the Outpost, If humanity deserved indoctrination, they should embrace an\nand the spot is remarkable not just for the unusual terrain ally who could unite with them against that evil. Shas’El Keyl\nfeature, but as a place of sanctuary—not from death, but from arrived on Baraban believing that the gue’la were testing a\nmadness. new weapon. However, he has since come to understand that\nhe has found a technology that may be turned against them.\nShadow of Madness\n\nYou are noT alone A team of Fire Warriors and a few elite warriors in Stealth\nSuits accompany him. (Shas’El Keyl uses the Tau Commander\nThe Kill-team’s briefing was accurate about enemy activity: profile from Chapter XIV: Adversaries in the Deathwatch\na Tau force has landed on the planet to compete for the rulebook. The profiles for his troops can also be found in that\nsame objective as the Space Marines. The Velk’Han Sept also chapter.) If the Kill-team participated in the battle for Epsilon\nreviewed similar accounts of the battle that caught the Ordo Outpost 420, the Kroot survivors quickly report the Space\nXenos’s attention, and deployed their own strike team to Marine presence to the strike force. From this point forward,\ninvestigate. The force’s leader, Shas’El Keyl, is a Veteran of a Stealth team may ambush the Battle-Brothers at any point\nthe Tyranid battles in the area Imperials call the Xenocide. the GM feels appropriate. The team should be roughly equal\nOnce, he believed in trying to incorporate humanity to the in number to that of the Kill-team.\nTau Empire, but the horrors of Hive Fleet Dagon hardened\nhim. Now he bitterly resents that humanity continues to war\nagainst the Greater Good. He personally has come to think of veils oF shadow\nThe Battle-Brothers are free to proceed through the autumn\nforest in pursuit of the target site. On the ground, the nature\nPErils oF ThE BaTTlE FiEld of the war is much more apparent. The pervasive scent of\nDespite its mysterious past and unending forests, rotting corpses troubles anyone who unseals their helmet.\nBaraban is first and foremost a warzone. In addition to While the glade is easier to find with Drayle’s assistance, the\npossible trouble from the Tau, the GM may wish to use Kill-Team can stumble upon it after 1d10 hours of searching\none or more of the following encounters to emphasise (less if they have a well-thought out approach) on their own.\nthe dangerous and exotic surroundings as the Kill- Read or paraphrase the following as they arrive:\nteam travels the planet:\n• Hungry for Death: The Kill-team encounters\nthe aftermath of another—even more massive— The dense foliage opens into a natural clearing. Brilliant\nbattle between Kroot and Imperial Guard forces. scarlet leaves coat the trees and the earth, but muddy splatters\nHundreds of corpses from both sides litter the of old blood dull the tableau like rust. The bodies have all been\nforest floor, but the birdlike aliens appear to have recovered—or consumed. Unmistakable, the massive shadow\nwon by ever so small a small margin. However, looms prominently—the silhouette of an absent giant.\nthe dozen victors quickly abandon their meal of\nhuman flesh to awkwardly turn the heavy weapons\nPeople and objects can pass freely through the space where\nof a Leman Russ or Hellhound tank against the\nthe source of the shadow should be. Visual inspection reveals\nencroachers.\nnothing, however Librarians may get a slight sense of unease.\n• Scorched Earth: The Kill-team encounters an\nThe source is in fact one of the monolithic webs of xenos\nexpansive radius of ash and blackened, dead trees.\ntechnology called Delirium Trellises. A mysterious attacker\nBones crunch beneath their boot treads as they\nassailed Baraban with these mind-disrupting weapons long\ncross through this war scar. Unbeknownst to the\nago. (Their linkage to Baraban’s ghosts will become apparent\nBattle-Brothers, this marks an enemy-controlled\nto the PC’s as the adventure unfolds.) However a few of them\nzone. A mass of sentry Gun Drones (found on page\nfailed to detonate, and remain as shadows sleeping out of\n367 of the Deathwatch Rulebook) rise out of the\nphase with reality.\nashes to defend the perimeter.\nThe light of the archeotech luminators reacts with the\n• Legacy of Madness: The Delirium could strike\nstrange nature of the devices, making them visible and\nanyone, at any time. The GM should feel free\ntangible for short intervals where the azure light falls. Shining\nto throw in additional Delirium Tests (See the\nthe lamps into the area is obviously the easiest way to find\nDelirium sidebar) of varying Difficulties whenever\nthe Delirium Trellis, but the players might devise their own\nhe deems appropriate.\nclever plans for locating the source of the shadow that do not\n• Fallen to Ruin: The Battle-Brothers find a maze\ninvolve the luminators. Such possibilities include:\nof rubble, and fragments of human statues tangled\nin the roots of giant trees. GM’s who favour • A Hard (–20) Psyniscience Test informs a Librarian that\noccasional comic relief might have a mass of small, something sinister and vaguely warp-tainted occupies the\nangry rodents leap from their den in the ruins and spot, but nothing else. Several psychic powers from the\ntenaciously dog the Kill-team, scrabbling at their Divination Discipline can provide pertinent information\npower armour with tiny teeth and fangs. on the area, the hiding object, or its exact location\nand nature.\n\n10\n\f • Even while phased and dormant, a Delirium Trellis can\nvEhiclEs in dEaThwaTch still be malignant. If anyone stands directly on the site\nof the Trellis for 10 minutes or more, check for The\nFuture supplements will introduce more robust rules\nDelirium with a +10 bonus to their Willpower Test.\nfor using vehicles as part of your Deathwatch game.\nWhether the test is passed or failed, the Battle-Brother is\nHowever, ships and transports are integral to a Space\naware of some dark influence pressing upon his mind.\nMarine’s duties, and adventures such as this one may\n\nShadow of Madness\nIf the Kill-team finally gets a visual on the Trellis, read the\ncall for the presence of a vehicle. You can use the\nfollowing description:\nfollowing simplified rules should vehicles become part\nof a battle:\nvEhiclE ProPErTiEs A flat, uneven arch towers over the glade; its silhouette aligns\nWeapons: The weapons available, and whether they perfectly with the shadow upon the glade. Dark panels of\nare available to the driver or (if applicable) the gunner shifting images stretch between splayed pinions of inactive xenos\nposition. A character seated in the appropriate position circuitry. Few of the swirling shapes are discernable: perhaps an\nfires these weapons on his Turn, following all the eye? Perhaps the trail of a comet? You have the constant sense\nstandard rules for the weapon. The GM must rule that that you are seeing only part of a larger pattern.\nthe target is in the line of fire for the weapon based on\nhis understanding of the vehicle configuration. Delirium Trellises are obscure, but not unknown in the\nTactical Speed: An abstraction of how fast the circle of the Deathwatch. A Difficult (–10) Forbidden Lore\nvehicle is during combat Rounds. This is the vehicle’s (Xenos) or Very Hard (–30) Forbidden Lore (Adeptus\nmaximum Move in metres. Mechanicus) Test allows a Battle-Brother to recognise the\nCruising Speed: How fast the vehicle moves in device for what it is, and recall an appropriate amount of lore\nnarrative time. as detailed in the beginning of this adventure.\nArmour: The Armour Points applied when attacking The Kill-team must now decide what to do with the\nthe vehicle. These Armour Points apply exactly Trellis. Destroy it? Try to salvage the whole or a portion for\nlike AP cover (see page 246 in the Deathwatch study? If the Kill-team opts for a plan that involves explosives\nRulebook) to anyone inside the vehicle. The GM has and failed to bring demolition charges themselves, some are\nfinal say on what Locations the cover applies to for available from the guard post. The following information may\ncharacters shooting out of open vehicles. Opponents help the GM in responding to their actions:\nmay make ranged attacks on characters who have total\ncover inside a vehicle at a –10 penalty by stating what • Tinkering with the device is a risky proposition. A\narea of the vehicle they are targeting (driver, gunner, character with both Tech-Use and Forbidden Lore\npassenger hold, etc.). Cover still applies as normal. (Xenos) Skills may attempt to bring the Trellis into\nStructural Integrity: Equivalent to the vehicle’s phase with reality by Testing on the lower of the two\nWounds if someone chooses to attack the vehicle Skills. However, a failure activates it. A Delirium Trellis\ndirectly. The vehicle is assumed destroyed (though not is at its most potent when first set off. Anyone within\nnecessarily the characters inside; effect on them is at 100+5d10 kilometres must Test for the Delirium\nthe GM’s discretion) once these Wounds are exceeded. at –20.\n• Small objects (like explosives) planted on the device\nwhile it is tangible are incorporated into the phasing\n• A Challenging (+0) Tech-Use Test with an Auspex field and fade to the same reality-insulated existence as\nreveals that something is present at the base of the the Trellis when the light source is removed.\nshadow, and suggests it may react to certain wavelengths • Small pieces of web can be broken off while it is revealed\nof light. (Another Challenging (+0) Tech-Use Test can (or shot off if one can duplicate the ionised las beams\nmodify either the Auspex or any light-producing object that revealed the threat to begin with). They do not\nincluding las-weapons to the proper wavelength.) phase away, but they disintegrate in a matter of hours.\n\nTable 1-1: Vehicles in the Shadow of Madness\nVehicle Name Weapons Tactical Speed Cruising Speed AP Structural Integrity\nDeathwatch Land Heavy Bolter (Gunner)\n30m 275 kph 18† 15\nSpeeder Storm Assault Cannon (Driver)\nTwo Lascannons (Pilot)\nThunderhawk Turbo-laser (Pilot)\n30m 2000 kph 35 40\nGunship†† Hellstrike Missiles (Gunner)\nHeavy Bolters (Gunner)\n†\nThe Land Speeder Storm is largely open. It covers the legs of the driver and gunner. Whether it affords any cover to the 4 passengers depends on their\nposition and angle in the extended rear section.\n††\nSee page 23 for the profiles of the Thunderhawk weapons.\n\n11\n\f Table 1-2: Distance Between Important Baraban Locations\nInitial Site Towering Glades South-eastern Forest Western Mountains\nTowering Glades 1233 km (4.5 hours)\nSouth-eastern Forest 2451 km (9.0 hours) 1297 km (4.5 hours)\nWestern Mountains 5240 km (19 hours) 4018km (14.5 hours) 3487 km (12.5 hours)\nShadow of Madness\n\nTau HQ 1180 km (4.0 hours) 1354 km (5.0 hours) 120 km (0.5 hours) 3595 km (13 hours)\n\nThe Delirium Trellis’s unknown makers built them for\nsecrecy. The only way to circumvent this mechanism is by\nmoving the entire array together, or with a stasis field.\n\nThE dElirium\nA Delirium Trellis reaches into the human mind to seek out whatever thoughts are most oppressive and terrible. Then\nit conjures a state of Delirium where those nightmare people and creatures walk. However, Adeptus Astartes are no\nlonger entirely human. Just as Fear affects them differently than common Imperial citizens, the visions produced by the\nDelirium differ as well. Checking for Delirium begins with a Willpower Test. Failure yields 1d5 Insanity Points, and\nthe appropriate effect below.\nmorTal dElirium\nMost individuals who experience the Delirium as described above treat a failed Delirium Test like a failed Fear Test.\nCheck for Shock as normal, adding an additional +20 to the result.\nvisions oF ThE immEmorial\nThe mind of a Space Marine is laced with the history of his Chapter, and indeed of mankind. If he is affected by the\nDelirium, he may see people or memories that recall his own personal failings, or the Delirium may reach back into\nan ancestry equally fraught with pain. Space Marines so affected may experience horrors witnessed by dead members\nof their Chapter, their Primarch, or even the Emperor himself. The mental trauma of such experiences manifests in a\ntemporary affliction of their Primarch’s Curse (see pages 280-281 in the Deathwatch Rulebook). If the character is\nalready suffering from the Curse, then it increases in severity for 1d10 hours. Otherwise, he suffers a random level of\nthe Curse for 1d10 hours.\nThE drEam oF uniTy\nWhile not necessarily sorcerous, the technology behind the Delirium Trellises involves at least a small amount of\nimmaterium manipulation. Its effect on the warp-removed Tau is therefore diminished, but not absent. Tau receive +10\nto resist the Delirium. Any who fail to resist do not experience fear, but rather the pleasant delusion of having achieved\ntheir driving goal: universal acceptance of the Tau’va, the Greater Good. A Tau so afflicted treats anyone he encounters\nas a trusted member of the Tau empire (since in his mind all races are now one with them). This is not to say that his\nperception of an individual cannot be altered by that person’s words or deeds (particularly hostile ones), only that he\nassumes all people, including humans and Space Marines, follow the Greater Good until given reason to doubt.\nrETurn To ThE wilds\nThe Kroot are not so far removed from the savage world and mindset in which the Tau found them. Kroot under the\ndelirium revert to a savage and animalistic state. All other life forms become simply a source of food in their eyes. The\nGreater Good and the Tau Empire are no longer even a distant memory in this feral state.\n\n12\n\fdark imPliCaTions\noPTional rulE: volunTary\nThere are in fact three other “undetonated” devices on\nisions\nBaraban; these too must be kept out of enemy hands. A variety\nof options exist for alerting the Kill-Team to the fact their Players often have the preconception that falling victim\nmission is not over (if they do not move to this conclusion to an attack or effect is a purely negative experience\n\nShadow of Madness\nthemselves), including: (and sometimes this may be true). However, some of\n• The Imperial Guard may mention that other areas of the most memorable roleplaying scenes often come out\nspiritual calm—similar to the red glade containing the of rolls gone wrong. The Delirium’s effect on Space\nfirst Trellis—are rumoured to exist on the planet. Marines is actually a fun chance for Battle-Brothers to\n• A bold Techmarine might attempt to interface with the explore the heritage and the more extreme personality\ndevice to learn more about it. This move may prove facets of their character. GM’s may want to offer their\nperilous for his mind depending on how his Tech-Use players a chance to forego gaining Insanity Points\nTest turns out, but also reveals enough about the effective from the Delirium in exchange for automatically\nrange of the device to realise it alone couldn’t possibly be suffering from the effect. This gives everyone a chance\ntainting the planet. to participate in the roleplaying opportunity without\n• Queries or investigations into recent enemy activity feeling penalised.\non the planet report a decrease in activity on nearly PossiBlE visions\nall fronts, as though their troops were presently being\ndiverted to some other activity besides pressing the war. The GM should feel free to create his own Chapter or\nThe Tau strike team may also be sighted “searching for character specific events for Battle-Brothers who fall\nsomething” on other continents. prey to the Delirium. However, here are a few ideas to\n• If the Kill-team is single-mindedly determined to end their build upon:\nMission in the glade, the GM has a few choices: He can let A Black Templar may see a vengeful coven of\nthem depart, and cut the adventure short, with subsequent witches he purged in his early days with the Chapter.\nevents revealing that they failed in their Primary Objective; Alternatively, he may suddenly feel himself persecuted\nthe Tau gain a new weapon that will surely come back by his brothers for his Chapter’s lack of adherence to\nto plague the Crusade forces. Or (a more heavy-handed the Codex Astartes.\nbut less harsh option), when the Spear of Fury returns for A Storm Warden may experience a sudden distortion\nextraction, Brother-Captain Jaresh queries into the results of time, as though locked in stasis with his First\nof their Mission. Upon hearing the details, he reports Company. Or, he may see a daemonic traitor Primarch\nthat his ship’s Sensorium array suffered strange feedback calling the purity of his gene-seed into question.\nwhen reading the planet’s surface, and suggests that more A Blood Angel may see Horus bearing down on\nTrellises may remain. (He is less than pleased at returning him for betrayal, or find himself surrounded by those\nonly to have to wait, but the Battle-Brothers have access to of his Chapter who have succumbed to the Black Rage,\nthe Gunship again for faster intra-planetary transport.) beckoning him to join them in mindless violence.\nOnce the Battle-Brothers realise other Trellises may still A Dark Angel may suddenly find traitor Fallen\nlie on the planet, they need a method for pinpointing the Angels lurking in his environment, or be plagued\nlocations. The GM should encourage their own clever ideas, with the constant sensation of the earth beneath him\nbut a few possibilities include: cracking—reliving the destruction of Caliban.\n• Scan footage of the planet for similar visual anomalies. An Ultramarine may feel a keen and constant pain\nOf course, the Battle-Brothers alone would need months beneath the seal of his helmet, as though sharing in\nto wade through all the picts stored in the main Imperial the mortal wound of his Primarch. Or, he may see the\nmilitary installations, so they would need the appropriate half-consumed forms of the many Battle-Brothers lost\nTests to employ or persuade cogitators, servitors, or to Tyranids in the Battle of Maccrage.\nregiments of guardsmen for the task. A Space Wolf may hear the call of his lupine pack\n• If a Techmarine does access the Delirium Trellis, he in the distance, or perceive his ancestors from Fenris,\ndiscovers each device also contains the planetary coordinate constantly cheering him on to challenge his Brother\nmatrix used to deploy the devices to the proper locations. Space Marines in contests of skill, strength—or\nA Challenging (+0) Logic Test can decipher the anything at all.\ninformation sufficiently to determine the other locations\nof devices that did not activate. Failure by less than one After they determine the approximate locations of the other\ndegree reveals the entire web, composed of hundreds of Delirium Trellises, the Kill-team can deal with them in any\ndeployment points, but gives no insight into which ones order (although some paths are more efficient than others).\nstill remain. The table below gives distances between each of the relevant\n• If the Kill-team has realised light interferes with the locations, and travel time at the Land Speeder’s maximum\nphasing mechanism, planetary augurs controlled by the cruising velocity. The GM should slightly expand the series of\nmain military installations could be modified to search the events at whichever location is visited last, as described in the\nplanet for Delirium Trellis signatures. Final Conflict section.\n\n13\n\f ThE FisT oF ThE EmPEror Faithspyre Station is the smallest of the four major\ninstallations. Built into the side of one of the range’s tallest\nThe Kill-team may choose a course of action that requires mountain, it overlooks hundreds of kilometres of the western\ntranslators, manpower and/or equipment from the Imperial continent. Much of the interior is given over to docking\nGuard stationed on the planet. There are four large installations platforms and vehicle bays, as the majority of space traffic lands\nof the Imperial military on Baraban. here due to the lower density of combat on the this continent.\nShadow of Madness\n\nEpsilon Garrison on the northeast continent is the closest Faithspyre also sees the fastest turnover in command, due in\ninstallation", + "category": "gm_tables", + "tags": [ + "gm", + "reference", + "tables" + ], + "aliases": [ + "gamemaster kit", + "gm kit", + "tables" + ], + "relatedRules": [ + "Combat Actions", + "Test Difficulty" + ], + "page": 1, + "pageEnd": 32, + "source": "GMK", "sourceAbbr": "GMK", - "category": "equipment", - "id": "rule_281" + "sourceMethod": "text", + "confidence": 0.75, + "midgamePriority": 70 }, { - "title": "†† ††† ††", - "content": "Shooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S/–/– †† †††\n8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.\n", - "page": 31, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_284" + "id": "cr-gm-tables-movement", + "rule_id": "cr-gm-tables-movement", + "title": "Movement", + "summary": "Narrative and structured movement, jumping, swimming, climbing, carrying, throwing, and gravity.", + "content": "205\nVII: Playing The Game\nbuRning faTe\nSometimes a re-roll or an extra Degree of Success is not going\nto be enough to save a Battle-Brother’s life. In these instances,\nthe character may choose to burn a Fate Point and permanently\nreduce his Fate Points by one. The result is that the character\nsurvives whatever it was that would have killed him, but only\njust. For example, if the character was shot with a lascannon\nand suffered a Critical Hit that would have killed him, instead\nhe is only hideously burnt and rendered unconscious with\nzero Wounds. In more extreme circumstances, such as being\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle-\nBrother makes his escape. A Fate Point may be burnt even if\nit has already been used for that gaming session.\ngaining addiTional faTe poinTs\nBattle-Brothers are awarded additional Fate Points (or allowed\nto replenish those that have been burnt) at the GM’s discretion.\nSuch rewards can be given out as the main adventure reaches\ncertain milestones, or for particular acts of heroism, cunning,\nor good roleplaying.\nMovement\nIn many game situations, it is unnecessary to worry about\nhow fast a character can run or how long it takes him to\nwalk from the Emperor’s chapel to the proving ground. On\nthe other hand, there are also many situations that come up\nduring a game, such as a combat, where knowing how far\na character can move over a given period of time becomes\nvery important. During a combat Round, a character may\ntake a specific Action to move at one of four speeds: Half\nMove, Full Move, Charge, or Run. The number of metres a\ncharacter travels per Round at these various speeds determined\nby his Agility Bonus, see Table 7–4: Structured Time\nMovement below for details. Traits can modify some or all\nmovement speeds.\nIn some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nTable 7–5: Narrative Time Movement describes the\nstandard speeds a character can move at a leisurely pace under\nideal circumstances. Environment (see following) can affect\nthese speeds, hindering the characters as they travel.\nnaRRaTive MoveMenT and TeRRain\nTerrain conditions affect how fast a character can cover ground\nduring Narrative Time. Obviously, slogging through a waist-\ndeep death world swamp is far more laborious than strolling\nthrough the steel corridors of an orbital space station. Halve\ndistances when moving through tightly packed foliage, dense\nurban areas, or similarly difficult terrain. The Game Master\ndetermines what, if any, modifiers apply to Narrative Time\ncaused by the environment.\nhuRRying\nA character can pick up the pace, moving up to double his\nmovement in Narrative Time for a number of hours equal to\nhis Toughness Bonus. At the end of this time, he must make a\nChallenging (+0) Toughness Test or take 1 level of Fatigue.\nIn addition, a hurrying character is less likely to pay attention\nto his surroundings and thus suffers a –10 penalty to all\nPerception-based Tests.\nA character may push on, even with these penalties, but he\nmust continue to make progressively more difficult Toughness\nTests to avoid accumulating additional levels of Fatigue. He\nsuffers a –10 penalty to his Toughness Test after the second\ntime period, a –20 penalty after the third period, and so forth.\nTable 7–4: Structured Time Movement\n(Metres/Round)\nAB Half Move Full Move Charge\nRun\n0\n1/2\n1\n2\n3\n1\n1\n2\n3\n6\n2\n2\n4\n6\n12\n3\n3\n6\n9\n18\n4\n4\n8\n12\n24\n5\n5\n10\n15\n30\n6\n6\n12\n18\n36\n7\n7\n14\n21\n42\n8\n8\n16\n24\n48\n9\n9\n18\n27\n54\n10\n10\n20\n30\n60\nTable 7–5: Narrative Time Movement\nAB\nPer Minute\nPer Hour\nPer Day†\n0\n12m\n0.75km\n7km\n1\n24m\n1.5km\n15km\n2\n48m\n3km\n30km\n3\n72m\n4km\n40km\n4\n96m\n6km\n60km\n5\n120m\n7km\n70km\n6\n144m\n9km\n90km\n7\n168m\n10km\n100km\n8\n192m\n12km\n120km\n9\n216m\n13km\n130km\n10\n240m\n14km\n140km\n†Assumes 10 hours of walking.\n\n206\nVII : Playing the Game\nRunning and naRRaTive TiMe\nCharacters can run during Narrative Time, but doing so is\ntiring. When running, a character triples his rate of movement,\nbut each hour of sustained running requires the character to\nmake a Toughness Test, with a cumulative –10 penalty per\nhour after the first, to sustain the pace. On a failed test, the\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nhurrying, characters can continue running after a failed test, but\npenalties gained from multiple failed tests are cumulative.\nfoRCed MaRChing\nThere’s nothing stopping characters from pushing themselves\nbeyond the standard 10 hours of marching. Characters may\nsafely push themselves for a number of extra hours equal to\ntheir Toughness Bonus. Beyond this, a character must make a\nToughness Test, with a cumulative –10 penalty per hour, for\neach hour he travels beyond his Toughness Bonus. A failed\ntest indicates that the character takes a level of Fatigue. It\nis possible to march oneself into unconsciousness. Fatigue\ntaken from forced marching is removed after the character\nhas rested for two hours for each hour he marched beyond\ntheir Toughness Bonus.\nt\nThe movement rates for characters described on Table 7–4\nassume a relatively clear battlefield. There may be a few\nminor obstacles, but characters can still move at their standard\nrates. There are, however, some circumstances that reduce a\ncharacter’s speed. These can include rubble-strewn hallways,\ndeep snow, dense fog, thick underbrush, and a variety of\nother conditions that make it tough to navigate. In such\nenvironments, a character’s movement is halved. If a character\ncharges or runs, he must succeed at Challenging (+0)\nAgility Test or fall prone. The difficulty of this test can be\nmodified based on the terrain. See Table 7–6: Treacherous\nEnvironment Agility Modifiers (below) for suggestions.\nClimbing\nThere may be times during a character’s explorations when\nhe wants to scramble over a low wall, descend into a crevasse,\nclimb to an ideal rooftop sniper position, or shinny up a tree\nto escape the claws of vicious xenos. Climbing is divided into\ntwo general categories: simple climbs and sheer surfaces.\nsiMple CliMbs\nSimple climbs can include fences, steep hills, boulders, trees,\nor anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nhe takes his time and is not being distracted (such as being\nshot at).\nIf a character is trying to climb quickly, is being attacked,\nor is otherwise distracted, he needs to make a Strength Test\nor Climb Test to perform a simple climb. On a success, the\ncharacter ascends or descends at a rate of one-half his Half\nMove speed (round up). For each Degree of Success, the\ncharacter climbs an extra metre. On a failed test, the character\nfalls from his starting climbing position. The GM can adjust\nthe difficulty of the test based on the nature of the climb\nand other conditions, but the default difficulty is Challenging\n(+0). Note that some acts of climbing, such as ascending a\nsturdy ladder, are so basic that no test should be necessary.\nsheeR suRfaCes\nMany surfaces are beyond the means of ordinary characters to\nclimb. A sheer cliff with overhangs and no visible hand-holds,\nan icy crevasse, and the exterior walls of most buildings all\nrequire skill to climb successfully. Such efforts always require\na test. A character may attempt to climb a sheer surface by\nmaking a Climb Test. On a success, the character ascends or\ndescends at a rate of one-half his Half Move speed (round\nup). For each Degree of Success, the character climbs an\nextra metre. On a failed test, the character falls from his\nstarting climbing position. Climbing difficulty varies with the\nnature of the climbing surface, though most tests should be\nChallenging (+0).\nabseiling\nA character can descend a sheer surface more quickly by\nabseiling. This requires some kind of climbing gear, such a\ndrop harness, or at the very least some long rope. An abseiling\ncharacter makes a Challenging (+0) Agility Test. On a\nsuccess, he descends at a rate of 10 metres per Round. On a\nfailure, he descent rate is only five metres per Round. Failure\nby two or more degrees requires to the character to make a\nChallenging (+0) Strength Test or lose his grip—if he is\nnot wearing a drop harness, he falls.\nTable 7–6: Treacherous Environment\nAgility Modifiers\nCondition\nDifficulty\nFog or Smoke\nOrdinary (+10)\nMud\nChallenging (+0)\nShallow Water\nChallenging (+0)\nDarkness\nDifficult (–10)\nSnow\nDifficult (–10)\nUnderbrush\nDifficult (–10)\nDense Crowds\nHard (–20)\nZero Gravity\nHard (–20)\nRubble\nHard (–20)\nTremors\nHard (–20)\n\n207\nVII: Playing The Game\nJUmPing and leaPing\nA jump is a controlled vertical ascent or descent where a\ncharacter attempts to either jump as high as he can, or jump\ndown safely without suffering damage. If a character is pushed\nover an edge, or is otherwise not in control of a descent, he is\nnot jumping, but falling (see page 261). A leap is a horizontal\njump where a character attempts to cover as much distance\nas possible. Both jumping and leaping can benefit from a\nrunning start. Performing any kind of jump or leap is treated\nas a Full Action.\nsTanding veRTiCal JuMps\nFrom a standing position, an average character can jump\nabout half a metre straight up (measured from the ground to\nthe bottom of his feet). Jumping distance depends as much on\na character’s body mass as it does his Strength and Agility, so\nthis distance tends to vary only slightly between characters. A\ncharacter can jump up to reach an overhead ledge, or similar\nobject, that is as high as his own height, plus about one\nmetre for average arm length, plus another half a metre for\nan average standing jump. Usually, no test is required to make\nsuch a jump, though pulling oneself up onto a grabbed ledge\nrequires a Challenging (+0) Strength Test. A character can\nattempt to safely jump down a number of metres equal to his\nAgility Bonus by making a Challenging (+0) Agility Test.\nIf he succeeds, he lands on his feet and takes no damage. If he\nsucceeds, but the jump is a greater distance than his Agility\nBonus, he must take Falling Damage (see page 261) equal to\nthe distance jumped in metres beyond his Agility Bonus and\nends his Turn prone. If he fails the Agility Test, he suffers\nFalling Damage for the entire distance of the jump and ends\nhis Turn prone.\nRunning veRTiCal JuMps\nIf a character gets a running start by moving at least four\nmetres in a straight line, he can jump higher. At the end of his\nmovement, he must make a Challenging (+0) Agility Test.\nIf he succeeds, he can add half his Strength Bonus (rounded\nup) in metres to his normal vertical jump distance (see above),\nplus an additional half metre for each Degree of Success. If he\nfails the test, he stumbles, which ends his Turn. For every four\nadditional metres beyond the first four that a character runs\nbefore making a Jump, he receives a +10 bonus to his Agility\nTest (maximum +30).\nsTanding hoRizonTal leaps\nTo make a Standing Horizontal Leap, a character must make a\nDifficult (–10) Agility Test. On a success, he Leaps number\nof metres equal to his Strength Bonus, plus another half metre\nfor each Degree of Success. On a failure, he only Leaps a\nnumber of metres equal to half his Strength Bonus (round up),\nand each Degree of Failure further reduces this distance by\nanother half metre (to a minimum of one-half metre). Should\nit be important, the height attained while leaping is equal to\none quarter the distance in metres travelled (round up).\nRunning hoRizonTal leaps\nWhen performing a Running Horizontal Leap, a character\nmust move at least four metres in a straight line before\nmaking the Leap. At the end of his movement, he makes a\nChallenging (+0) Agility Test. On a success, he Leaps a\nnumber of metres equal to his Strength Bonus, plus another\nhalf metre for each Degree of Success. On a failure, he only\nLeaps a number of metres equal to half his Strength Bonus\n(round up), and each Degree of Failure further reduces this\ndistance by another half metre (to a minimum of one-half\nmetre). For every four additional metres beyond the first four\nthat a character runs before making a Leap, he receives a\n+10 bonus to his Agility Test (maximum +30). Should it be\nimportant, the height attained while leaping is equal to one\nquarter the distance in metres travelled (round up).\nSwimming\nA character doesn’t need to make a Swim Test under ideal\ncircumstances, but hazardous conditions such as rough waters,\nhands being tied, or swimming whilst fighting all require\nSwim Tests to move. To swim under hazardous conditions,\na character must make a Challenging (+0) Swim Test as a\nFull Action. A success indicates that the character moves in\nany direction up to a number of metres equal to one-half his\nStrength Bonus, or simply treads water at his option. A failed\nTest means that he makes no progress and cannot move. A\ncharacter can choose to swim underwater, but he must hold\nhis breath to do so. A character who is unable to swim for some\n\n208\nVII : Playing the Game\nreason (unconsciousness, paralysis, etc.) automatically goes\nunderwater. While underwater, a character risks Suffocation\ndue to drowning (see page 261).\nHeavy equipment, especially armour, makes swimming\nextremely difficult. If a character is wearing armour or is\notherwise weighted down, all Swim Tests are Very Hard\n(–30) and a failed Swim Test automatically imposes one level\nof Fatigue.\nswiMMing and naRRaTive TiMe\nProlonged swimming can be exhausting. A character may\nswim for a number of hours equal to his Toughness Bonus.\nAfter that point, he must make a Toughness Test each hour\nwith a cumulative –10 penalty per hour. On a failed test,\nhe takes one level of Fatigue. If a swimming character falls\nunconscious due to Fatigue, he goes underwater and begins to\nSuffocate (see page 261). To determine the distance covered\nfor each hour of Swimming, use Table 7–5: Narrative Time\nMovement and swap the character’s Strength Bonus for his\nAgility Bonus.\ncts\nUnder normal circumstances, characters in Deathwatch do\nnot need to precisely calculate how much they can carry.\nCommon sense can serve as a guide for most purposes. In\ngeneral, most characters can reasonably carry one main\nweapon (such as a boltgun, lasgun, or flamer), plus one or two\nsecondary weapons (such as pistols or melee weapons), plus a\nfew clips of extra ammo and several pieces of miscellaneous\nequipment in a backpack, satchel, or similar container. On the\nother hand, it would not be at all reasonable for a character\n(even a very strong one) to be walking around with three\ndifferent heavy weapons and several thousand rounds of\nammo for each, or for a character to have a backpack with\none of everything from the equipment section in Chapter\nV: Armoury. However, there are likely to be instances when\nit is useful to know how much a character can lift or carry.\nThe amount of weight a character can move depends on the\nsum of his Strength Bonus and Toughness Bonus. Compare\nthe total to Table 7–7: Carrying, Lifting, and Pushing\nWeights to find out the limits of a character’s might. Note\nthat certain Traits may increase these values.\nt\nA character’s Carrying Weight is how much he can comfortably\ncarry without suffering and penalties to his movement. If a\ncharacter carries more that this weight, he is Encumbered (see\nTable 7–7).\nt\nA character’s Lifting Weight represents the maximum amount\nof weight he can pick up off the ground. A character can\nattempt to move whilst holding a heavy load, but if the load\nexceeds his Carrying Weight, he is Encumbered (see below).\nLifting a heavy load is treated as a Full Round Action. A\ncharacter can attempt to lift more than his usual limit by\nmaking a Challenging (+0) Strength Test. Each Degree\nof Success adds a +1 bonus to the sum of the character’s\nStrength Bonus and Toughness Bonus for the purpose of\ndetermining limits. If the test is failed by two degrees or\nmore, the character suffers one level of Fatigue.\nt\nA character’s Pushing Weight represents the maximum\namount of weight he can shove across a smooth surface, such\nas a metal floor. Difficult Terrain can make pushing objects\nmuch more difficult. Pushing a heavy object is treated as a\nFull Round Action. A character can attempt to push more\nthan his usual limit by making a Challenging (+0) Strength\nTest. Each Degree of Success adds a +1 bonus to the sum\nof the character’s Strength Bonus and Toughness Bonus for\nthe purpose of determining limits. If the test is failed by two\ndegrees or more, the character suffers one level of Fatigue.\nTable 7–7: Carrying, Lifting & Pushing\nWeights\nSum of SB\nand TB\nMax\nCarrying\nWeight\nMax\nLifting\nWeight\nMax\nPushing\nWeight\n0\n0.9kg\n2.25kg\n4.5kg\n1\n2.25kg\n4.5kg\n9kg\n2\n4.5kg\n9kg\n18kg\n3\n9kg\n18kg\n36kg\n4\n18kg\n36kg\n72kg\n5\n27kg\n54kg\n108kg\n6\n36kg\n72kg\n144kg\n7\n45kg\n90kg\n180kg\n8\n56kg\n112kg\n224kg\n9\n67kg\n134kg\n268kg\n10\n78kg\n156kg\n312kg\n11\n90kg\n180kg\n360kg\n12\n112kg\n224kg\n448kg\n13\n225kg\n450kg\n900kg\n14\n337kg\n674kg\n1,348kg\n15\n450kg\n900kg\n1,800kg\n16\n675kg\n1,350kg\n2,700kg\n17\n900kg\n1,800kg\n3,600kg\n18\n1,350kg\n2,700kg\n5,400kg\n19\n1,800kg\n3,600kg\n7,200kg\n20\n2,250kg\n4,500kg\n9,000kg\n\n209\nVII: Playing The Game\nenCuMbeRed ChaRaCTeRs\nIf a character attempts to carry more than his normal carrying\nlimits (but less than his lifting limit), he is Encumbered. An\nEncumbered character takes a –10 penalty to all movement-\nrelated tests and reduces his Agility Bonus by one for the\npurposes of determining movement rates and Initiative. In\naddition, after a number of hours equal to his Toughness\nBonus have passed while carrying this weight, he must make\na Challenging (+0) Toughness Test or take one level\nof Fatigue.\nThRowing obJeCTs\nChapter V: Armoury describes several weapons designed to\nbe thrown at targets, but a character can attempt to throw just\nabout any object that weighs up to half the character’s normal\nLifting Weight (as indicated by Table 7–7: Carrying, Lifting,\nand Pushing Weights). To throw an object, a character makes\na Challenging (+0) Strength Test. A successful test means that\nthe object flies a number of metres equal to his Strength Bonus.\nFor each Degree of Success, this distance increases by a factor of\none, so one degree means that the character throws the object a\nnumber of metres equal to twice his Strength Bonus, two degrees\nmeans that the object is thrown a number of metres equal to three\ntimes his Strength Bonus, and so forth. On a failed test, the object\nflies a number of metres equal to half his Strength Bonus (round\ndown; a result of 0 means it fell at his feet). If the object hits a\nhard surface such as a wall, it takes 1d10+SB Damage plus one\nfor every Degree of Success on the test. These rules do not apply\nto aerodynamic throwing weapons and grenades. Such weapons\nhave a range given on the weapons tables and have range brackets\nlike other weapons. If the object is being thrown at a specific\ntarget, it is treated as an improvised weapon and the throwing\ncharacter makes a Ballistic Skill Test instead of a Strength Test. A\ncharacter can attempt to throw an object that weighs more than\nhalf his Lifting Weight, but such tests are Hard (–20).\nlighTing\nMany adventures in Deathwatch take place under the cover of\nnight, in the shadowy depths of a space hulk, or in the dank and\nfetid underhive. As a result, the oppressive darkness becomes a\nconstant enemy, concealing countless terrors and monstrous threats\nin its depths. For these reasons, light sources are of paramount\nimportance when exploring the dark places of the Imperium. For\nsimplicity, Deathwatch uses three levels of light: Bright, Shadow\nand Darkness. Bright light is any light that allows normal vision,\nsuch as sunlight or being within the radius of a torch, glo-\nlantern, and so on. Shadow conditions occurs during pre-dawn\nand twilight hours on Earth-like planets, whenever a character\nor object is just beyond the range of a normal light source, or\nwhen that source is obscured by an effect such as fog. Darkness,\nnaturally enough, is the absence of light. Aside from the obvious\neffects of Darkness and Shadow, areas of Shadow and Darkness\ncan interfere with a character’s movement and combat capabilities.\nCharacters may move through areas of Shadow at no penalty, but\nmay move at only half speed or less through Darkness. Exceeding\n\n210\nVII : Playing the Game\nthis speed means that the character may drift in a random direction\nunless the character succeeds on a Hard (–20) Perception Test.\nFor the effects of lighting on combat, see\npage 247.\nFlying\nThis section describes rules for flying creatures, or characters\nwith specific technology that grants flight capability.\nalTiTude\nOn a typical Earth-like planet, there are three broad altitude\nlevels: Hovering, Low Altitude, and High Altitude. A flying\ncreature can change altitude by one level (up or down) during\neach Move Action taken. If a creature is using a Charge or\nRun Action, it can change altitudes by two levels.\nhoveRing alTiTude\nHovering means that a creature is skimming just above the\nground, no higher than two metres. It can move over low\nobstacles with ease. A hovering creature can both attack and\nbe attacked by other creatures and characters on the ground.\nSome creatures are capable of hovering, but incapable of\nflying at other altitudes. Such creatures have the Hoverer\nTrait (see page 132). A creature with the Hoverer Trait always\nstays at the same height above ground (usually within two\nmetres) even if it descends into low terrain, such as a pit.\nSuch creatures will not willingly descend into an area they\ncannot get out of, no more so than any normal creature would\nwillingly jump into a hole in which it could not escape.\nlow alTiTude\nThis altitude indicates that a creature is flying at a height\nthat is beyond the melee attack range of other creatures or\ncharacters on the ground, but is still within the range of\nmost ranged attacks from such creatures or characters. A Low\nAltitude flier takes no penalties for shooting downwards, but\nthose firing up at it suffer a –10 penalty to their Ballistic Skill\nTests in addition to any normal penalties for range.\nhigh alTiTude\nWhen a creature is flying at High Altitude, it is far above the\nground beyond the range of all attacks, even those coming\nfrom Low Altitude. A High Altitude flier can only attack or be\nattacked by other creatures flying at High Altitude.\nt\nFlying creatures and characters are broken up into two categories,\neach of which is a Trait (see Chapter IV: Talents & Traits).\nThey are Hoverers and Flyers. Hoverers can move through\nthe air, but are incapable of gaining more than two metres of\naltitude. A Flyer can ascend or descend to any altitude. Each\nTrait has an associated number in the creature’s description.\nThis number describes the character or creature’s Flying\nMovement. This works just like regular movement, but applies\nonly when the creature is flying. While flying or hovering, a\ncreature must devote a Movement Action to maintaining its\nflight each Turn, or it falls. Half Move, Full Move, Charge, and\nRun are all valid Actions for maintaining flight. If the creature\nat Hovering Altitude suddenly stops flying (by not devoting a\nMove Action or being Stunned, for example), it simply lands\non the ground unharmed. If it is instead at Low Altitude, it\nsuffers Falling Damage (see page 261) as if it fell 15 metres. If\nit is instead at High Altitude, it suffers Falling Damage as if it\nfell 25 metres, or more at the GM’s discretion.\nThe eFFeCTS oF graviTy\nAlthough the inhabited worlds of the Imperium may vary\nslightly in terms of gravity, the effects on game play are minimal.\nOnly when characters explore High Gravity or Low Gravity\nworlds are movement, lifting and other factors affected.\nlow gRaviTy woRlds\nOn worlds of low gravity, all characters increase their Agility\nBonus by two for the purposes of movement and determining\nInitiative. In addition, characters add four to the total of their\nStrength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso add two to their Strength Bonus for determining how far\nthey can throw objects. Low gravity doubles all jumping and\nLeaping distances.\nhigh gRaviTy woRlds\nOn worlds of high gravity, all characters decrease their Agility\nBonus by two (to a minimum of one) for the purposes of\nmovement and determining Initiative. In addition, characters\nsubtract four (to a minimum zero) from the total of their\nStrength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso subtract two from their Strength Bonus (to a minimum\nof 0) for determining how far they can throw objects. Finally,\nhalve all Jumping and Leaping distances.\nzeRo gRaviTy\nBattle-Brothers are most likely to encounter zero gravity\nconditions in outer space when there has been a serious\ntechnological failure. Zero gravity is considered Difficult\nTerrain, meaning that a character’s movement is halved while in\nit, and if he attempts a Charge or Run Action, he must succeed\nat a Hard (–20) Agility Test or drift out of control (treat as\nfalling prone). Additionally, a character beginning a movement\naction in zero gravity must be adjacent to a floor, wall, ceiling,\nor other secure object, so he has something to push off from.", + "category": "gm_tables", + "tags": [ + "carry", + "gm_tables", + "gravity", + "jump", + "movement", + "swim", + "throw" + ], + "aliases": [ + "carry", + "gravity", + "jump", + "movement", + "swim", + "throw" + ], + "relatedRules": [ + "Actions" + ], + "page": 206, + "pageEnd": 211, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.9, + "midgamePriority": 70 }, { - "title": "+10 to Parry.", - "content": "Razor Sharp: If the attack roll results in two or more degrees of success,\n", - "page": 31, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "combat", - "id": "rule_285" + "id": "cr-squad-mode-solo-mode-abilities", + "rule_id": "cr-squad-mode-solo-mode-abilities", + "title": "Solo Mode Abilities", + "summary": "Chapter-linked Solo Mode abilities and improvements.", + "content": "215\nVII: Playing The Game\nSolo Mode\nAbilities\n“Brothers, there are moments where only the fury of a true Son of\nSanguinius will serve. This is such a moment.”\n–Brother Nocturne of the Blood Angels\nA\ns a chosen warrior of the Emperor, a Space Marine\nbrings many advantages with him to the battlefield.\nOn the surface these include his suit of power armour\nand his boltgun, potent weapons against his foes and tools\nwith which to smite the alien, daemon, or heretic. Added to\nthese ancient implements of war, he also carries with him the\nbenefits of a genetically enhanced physique built for war and\ndesigned to survive all but the most terrible of wounds. Like his\nweapons and armour, a Space Marine’s body is a great artefact\nof a forgotten time, layered with redundant organs, enhanced\nsenses, and hardened bones. His greatest asset however is his\ntraining, his lifelong quest for martial perfection that shames\nall others who aspire to the title of warrior. It is this exceptional\nskill at arms and in battle that marks him out as an elite warrior\nof the Imperium and part of the Emperor’s finest.\nSolo Mode abilities are special abilities that can be used\nby a Battle-Brother when in Solo Mode and represent part\nof the specialised training and benefits that come with being\na member of the Adeptus Astartes. Solo Mode abilities are\ndivided into two categories: Codex abilities and Chapter\nabilities. The first represent the Battle-Brother’s own personal\ncombat style-often honed over many years of bloody combat\nand born from both experience on the battlefield as well as the\nsacred teaching of the Codex Astartes. The second incorporates\na Battle-Brother’s heritage in the form of Chapter abilities, the\nresult of both genetics and training passed down to him by the\nteaching of his Primarch. Chapter abilities are unique to each\nChapter and can only be used by members of that Chapter\nwho possess the special skills or genetic gifts to utilise them.\nSolo Mode abilities are always available to the Battle-Brother\nonce he has met the requirements to attain them and can be\nused to enhance his other abilities such as those gained from\nTalents, Skills, or special equipment.\nSolo Mode abilities are presented in the following way:\nTitle: The name of the ability.\nRequired Rank: The minimum Rank that must be attained\nbefore the ability can be accessed. In the case of Codex\nabilities, as long as a Battle-Brother has the required Rank, he\ncan use the ability. In the case of the Chapter abilities, Battle-\nBrothers can use their own Chapter abilities but not those of\nother Chapters.\nEffects: A detailed description of how the ability works\nin game, including how the Battle-Brother can activate and\nbenefit from it.\nImprovement: Most abilities improve as a Battle-Brother’s\nRank increases. This section describes how increases in Rank\nenhance the ability and boost its effects.\ngaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nSolo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\nby the Battle-Brother (see Chapter II: Specialities for details\non Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\nabilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nonce he meets the Rank requirements he can use the ability.\nusing solo Mode abiliTies\nSolo Mode abilities function much like other special abilities\nsuch as Talents and Skills in that they either influence the\nactions of the Battle-Brother or give him new options in\ncombat. Provided that the Battle-Brother is in Solo Mode,\nhe can use his Solo Mode abilities freely. The exact game\neffects, as well as the actions required to activate them, can\nbe found in the individual descriptions of each of the Solo\nMode abilities.\n\n216\nVII : Playing the Game\ns\nThese abilities are the result of hard training and the Emperor-\ngiven gifts of being a Space Marine. All Battle-Brothers can\nlearn them, but only the mightiest will ever master them.\nCodex abilities are also those most frequently used by the\nAdeptus Astartes, many reflecting their dire reputation in\ncombat as well as their natural affinity for war. As with all\nother aspects of a Battle-Brother, these abilities are tied to his\nRank and greatly increase in power as he gains experience.\nbuRsT of speed\nRequired Rank: 1\nEffects: A Battle-Brother can call on reserves of speed when\nneeded, crossing great distances to close with the foe. Once\nper game session, a Battle-Brother can perform a Burst of\nSpeed. This ability increases the character’s Agility Bonus by\n2 with all the usual associated benefits for a number of\nRounds equal to his Rank.\nImprovement: At Rank 3 and above Burst of Speed also\nadds a +10 to all Agility tests based on movement. At Rank\n5 the bonus to Agility Bonus increases to +4. At Rank 7 this\nability allows the Battle-Brother to ignore the need to make\nAgility Tests when running or charging in difficult terrain\n(see page 206).\neMpeRoR’s gRaCe\nRequired Rank: 7\nEffects: A Battle-Brother is touched by the divine will of the\nEmperor, a piece of the Master of Mankind passed down to\nhim through his Primarch and the teachings of his Chapter.\nOnce per game session, a Battle-Brother can call on the\nEmperor’s Grace to recover spent Fate Points. For a number\nof Rounds equal to his Rank, whenever the Battle-Brother\nspends a Fate Point, he should roll 1d10. If he scores equal or\nless than his Rank, the Fate Point is immediately recovered.\nThis ability cannot restore Fate Points that have been burnt\n(see page 205).\nImprovement: This ability does not improve with Rank.\nexTReMe enduRanCe\nRequired Rank: 5\nEffects: Battle-Brothers are born tough. Even before being\ngifted with their Chapter’s gene-seed, they are selected for their\nendurance and physical stamina, a trait that only strengthens over\ntime. Once per game session, a Battle-Brother may use his Extreme\nEndurance to fortify his constitution, granting him a re-roll on all\nToughness Tests for a number of hours equal to his Rank.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.\nfeaT of sTRengTh\nRequired Rank: 1\nEffects: Space Marines are genetically gifted with great strength\nfar exceeding. that or normal men. In times of need, a Battle-\nBrother can push this great brawn to its limits to perform truly\nimpressive feats. Once per day of game time, a Battle-Brother\nmay perform a Feat of Strength. This ability effectively increases\nhis Unnatural Strength Trait (see page 136) by one level, so for\ninstance Unnatural Strength x2 becomes Unnatural Strength\nx3. This effect lasts for a number of Rounds equal to his Rank.\nImprovement: At Rank 3 and above Feat of Strength also\nadds +10 to all Strength Tests and Strength-based Skill Tests\nfor its duration. At Rank 5 and above Feat of Strength last for\na number of Rounds equal to twice the character’s Rank. At\nRank 7 and above Feat of Strength increases the character’s\nUnnatural Strength Trait by two levels.\nMenTal foRTRess\nRequired Rank: 5\nEffects: The Adeptus Astartes are as strong of mind as they\nare of body, their training and devotion to the Emperor\nhardening their wills against the perils of a deadly universe.\nOnce per game session, a Battle-Brother may use the Mental\nFortress ability to re-roll a failed Willpower Test to resist a\nPsychic Power or an attempt to subvert his will.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.\nr\nRequired Rank: 3\nEffects: A Space Marine’s physiology and his training give him an\nincredible tolerance to pain, injury, and wounds. Once per game\nsession, a Battle-Brother may call upon his Renewed Vigour. This\nis a Free Action that can be done at the start of any of his Turns.\nFor a number of Rounds equal to his Rank, he can ignore the\neffects of a single critical hit, such as Stunning, levels of Fatigue,\nor unconsciousness. Note, however, this does not allow the use\nof limbs that have been completely blown off or critical hits that\nresult in death. Also, any new critical hit effects suffered during\nthe Renewed Vigour affect the Battle-Brother as normal.\nImprovement: At Rank 5 the Renewed Vigour also restores a\nnumber of Wounds to the Battle-Brother equal to his Rank. At\nRank 7 the Battle-Brother can ignore all of the critical hit effects\nhe is currently suffering from for the duration of the ability.\nTable 7–10: Codex Solo Mode Abilities\nName\nRequired\nRank\nEffects\nBurst of Speed\n1\nIncreases Movement\nEmperor’s Grace\n7\nRoll to recover spent\nFate\nExtreme Endurance 5\nRe-roll Toughness Tests\nFeat of Strength\n1\nIncrease Strength Bonus\nMental Fortress\n5\nRe-roll failed Willpower\nTests\nRenewed Vigour\n3\nIgnore Critical Hit\neffects and restore\nWounds\n\n217\nVII: Playing The Game\ns\nEvery Chapter is unique, with its own set of genetic gifts and\nsubtle (or sometime not so subtle) variances to the Codex\nAstartes. These are the combat doctrines that often shape a\nBattle-Brother’s fighting style, his weapons of choice, and his\nactions on the field of battle. When a Battle-Brother joins the\nDeathwatch, he also brings these favoured skills with him,\ninfluencing his way of waging war. Remember that only a\nBattle-Brother of the appropriate Chapter can gain access\nto—or benefit from—Chapter Solo Mode abilities.\nRighTeous zeal (blaCk TeMplaRs)\nRequired Rank: 1\nEffects: The Black Templars are well known for their fanatical\ndevotion to the Emperor and their burning hatred for psykers,\nwitches, and warp spawn. Once per combat, a Battle-Brother of\nthe Black Templars Chapter may call upon Righteous Zeal as a\nFree Action at the start of his Turn. While under the effects of the\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nToughness Bonus is increased by +4 when reducing Damage\nfrom attacks by creatures with the Daemonic Trait or Damage\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a\nnumber of Rounds equal to the Battle-Brother’s Rank.\nImprovement: At Rank 3 and above the Battle-Brother\ngains an additional +10 to hit and +2 to Damage rolls\nwhen making melee attacks against any creature with psychic\nabilities. At Rank 5 and above, the increase to Toughness\nBonus rises to +8. At Rank 7 and above the Warp Weapons\nTrait no longer has any effect on the Battle-Brother. All of\nthese improvements only apply during Righteous Zeal.\nblood fRenzy (blood angels)\nRequired Rank: 1\nEffects: Blood Angels possess a savagery in combat that has\nits roots deep in the history of their Chapter. It is, however,\na trait that can serve them well in close quarters combat\nwhere strength and speed are vital. Once per combat, a\nBattle-Brother of the Blood Angels Chapter may summon up\na Blood Frenzy. While under the effects of this ability, the\nBattle-Brother may re-roll Damage dice with melee weapons.\nIn the case of melee weapons that inflict multiple dice of\nDamage, all dice or none must be re-rolled. In addition, such\nis the brutality of his attacks that he scores Righteous Fury\n(see page 245) on a dice result of 9 or 10 rather than just\n10. This ability lasts a number of rounds equal to the Battle-\nBrother’s Rank, divided by 2 (rounding up).\nImprovement: At Rank 3 and above the Penetration of any\nmelee weapon attacks by the Battle-Brother are increased\nby +2. At Rank 5 and above this additional melee weapon\nPenetration rises to +4. At Rank 7 and above the chance\nof scoring Righteous Fury increases to a dice result of 8, 9,\nor 10.\nsToiC defenCe (daRk angels)\nRequired Rank: 1\nEffects: Dark Angels are stubborn in attack and intractable in\ndefence, holding their ground against even the most furious\nof assaults. Once per combat a Battle-Brother of the Dark\nAngels Chapter may enact a Stoic Defence. The Space Marine\ngains 6 Temporary Wounds and his maximum Movement\nRate is reduced to 1/2 his Agility Bonus, rounding up (most\nSpace Marines with this ability hold their chosen position\nand do not advance or retreat!). Unlike normal Wounds, these\nbonus Wounds are removed when affected by the Damage\nof any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nleaves his chosen location either by his own choice or\ninvoluntarily.\nImprovement: At Rank 3 and above the temporary Wounds\nincrease to 12. At Rank 5 and above the Battle-Brother may\nmove a number of metres equal to his Agility Bonus each\nround without losing the effects of the ability. At Rank 7 and\nabove the temporary Wounds increase to 18.\nwolf senses (spaCe wolves)\nRequired Rank: 1\nEffects: As part of the genetic gifts of their Primarch Leman\nRuss, the Space Wolves have almost preternatural senses\nthat exceed even those of other Space Marines. Whenever a\nBattle-Brother of the Space Wolves Chapter is in Solo Mode\nhe may re-roll any failed Perception-based Tests and counts\nas possessing the Dark Sight Trait. However, it is important\nto note that none of these bonuses apply if the Space Wolf\nis wearing a helmet for a sealed set of armour (e.g., Power\nArmour, Artificer Armour, or Terminator Armour).\nTable 7–11: Chapter Solo Mode Abilities\nChapter\nName\nRequired\nRank\nEffects\nBlack Templars Righteous Zeal 1\nBonuses\nto attack\nDaemons\nBlood Angels\nBlood Frenzy\n1\nBonuses\nin Melee\nCombat\nDark Angels\nStoic Defence\n1\nBonus\nWounds if\nyou don’t\nmove\nSpace Wolves\nWolf Senses\n1\nRe-roll\nfailed\nPerception-\nbased Tests\nStorm Wardens Thunder’s Call 1\nOne enemy\ngains\npenalties\nto attack\nothers\nUltramarines\nFavoured Son\n1\nBonuses to\nCohesion\n\n218\nVII : Playing the Game\nImprovement: At Rank 3 and above the Battle-Brother adds\n+10 to all Perception-based Tests. At Rank 5 and above, he\ngains the Unnatural Perception (x2) Trait while using this\nability. At Rank 7 and above the Battle-Brother’s senses are\nsuch that once per game session he can automatically pass any\ntest based on Perception (for purposes of Opposed Tests the\nBattle-Brother is considered to have rolled a 01).\nThundeR’s Call (sToRM waRdens)\nRequired Rank: 1\nEffects: Storm Wardens often choose to prove their honour\nand bravery by facing foes in single combat and duelling to\nthe death. Once per combat as a Free Action, a Battle-Brother\nof the Storm Wardens Chapter may issue a Thunder’s Call\nagainst any single enemy which can both see and hear him\n(though it need not be able to understand his language). As\nlong as the Battle-Brother takes no Actions other than melee\nattacks against the target or moving him into melee with the\ntarget, and none of his allies attack the target, he gains +10\nto Weapon Skill Tests against it. In addition, as long as the\nBattle-Brother is engaged in melee combat with the target,\nit suffers –10 to make attacks against anyone but the Storm\nWarden and must pass a Challenging (+0) Agility Test to\nmove away.\nhis ability lasts until either the target is dead or withdraws\nfrom combat (i.e. it retreats and combat ends) or the Battle-\nBrother withdraws from combat.\nImprovement: At Rank 3 and above the Battle-Brother’s\nduelling skills mean that he may re-roll both Parry and\nDodge Tests against attacks from the target of his Thunder’s\nCall. At Rank 5 and above the target’s penalties to attack\nanyone other than the Storm Warden increase to –20 and the\nAgility Test to move away becomes Hard (–20). At Rank 7\nand above he may issue the Thunder’s Call to a group of foes\nup to his Rank in number.\nfavouRed son (ulTRaMaRines)\nRequired Rank: 1\nEffects: The Ultramarines consider themselves a pure\nexpression of the Codex Astartes and among the truest of\nthe Emperors sons. This pride and unshakable personal belief\noften manifests itself in their leadership abilities and the\nexample they set to other members of the Adeptus Astartes.\nWhile in Solo Mode, a Battle-Brother of the Ultramarines\nChapter may re-roll any Fellowship Tests when dealing with\neither Space Marines or members of the Imperial armed forces\n(i.e. Imperial Guard, Imperial Navy, etc.).\nIn addition, their strength of leadership means that the\nBattle-Brother adds +1 to the Kill-team’s Cohesion if he is\nthe squad leader. This bonus to Cohesion remains active even\nwhen the Battle-Brother is not in Solo Mode.\nImprovement: At Rank 3 and above once per combat the Battle-\nBrother may automatically pass one Command Skill Test. At Rank\n5 and above the Dispositions (see\npage 276) of all Imperial forces\nand agents are improved favourably by one step when dealing\nwith the Battle-Brother. At Rank 7 and above the Battle-Brother\nadds +2 to his Kill-team’s Cohesion rather than +1.", + "category": "squad_mode", + "tags": [ + "chapter ability", + "solo mode", + "squad_mode" + ], + "aliases": [ + "chapter ability", + "solo mode" + ], + "relatedRules": [ + "Squad Mode" + ], + "page": 216, + "pageEnd": 219, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "pdf", + "confidence": 0.95, + "midgamePriority": 70 }, { - "title": "double the weapon’s Penetration.", - "content": "Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S/–/– †† †††\n4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.\n", - "page": 31, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "weapons", - "id": "rule_286" + "id": "cr-skills-acrobatics", + "rule_id": "cr-skills-acrobatics", + "title": "Acrobatics", + "summary": "Advanced / Agility / Movement", + "content": "Advanced (Movement). Athletic leaps, vaults, dodges; difficulty set by feat; more DoS = more flourish.\n\nTraining augments natural agility for extreme movement—leaping, tumbling, navigating precarious terrain. Difficulty depends on the feat’s danger; more Degrees of Success allow more dramatic results. Special uses include Disengage as Half Action, substituting for Jump/Leap tests.\n\nSkill Use: Full Action unless otherwise noted.", + "category": "skills", + "tags": [ + "advanced", + "movement", + "skill" + ], + "aliases": [ + "Acrobatics Skill", + "Agility" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 }, { - "title": "Tearing:", - "content": "Toxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard,\nagainst its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine\npoint of Damage taken, if failed take extra 1d10 Impact\n", - "page": 31, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "general", - "id": "rule_287" + "id": "cr-skills-carouse", + "rule_id": "cr-skills-carouse", + "title": "Carouse", + "summary": "Basic / Toughness", + "content": "Basic. Resist effects of alcohol and narcotics.\n\nUsed to resist the effects of alcohol and narcotics. Frequent imbibers can build up a tolerance, remaining lucid while others falter. Test whenever the character would suffer the effects of intoxication; failure causes Fatigue or side effects. If the character loses consciousness, he remains passed out for 1d10 – TB hours (minimum 1).\n\nSkill Use: Free Action taken whenever the character imbibes.", + "category": "skills", + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Carouse Skill", + "Toughness" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 }, { - "title": "Damage (no reduction for armour or Toughness).", - "content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will\n8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.\nSandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.\n", - "page": 31, - "source": "Game Master's Kit", - "sourceAbbr": "GMK", - "category": "combat", - "id": "rule_288" + "id": "cr-skills-charm", + "rule_id": "cr-skills-charm", + "title": "Charm", + "summary": "Basic / Fellowship / Interaction", + "content": "Basic (Interaction). Improve disposition of an individual or small group; opposed by Willpower; affects up to Fellowship Bonus targets that can see/hear you and share a language.\n\nUsed to improve disposition or convince others to act. Opposed by Willpower and can affect a number of targets up to Fellowship Bonus who can see and hear the character and share a language.\n\nSkill Use: 1 minute.", + "category": "skills", + "tags": [ + "basic", + "interaction", + "skill" + ], + "aliases": [ + "Charm Skill", + "Fellowship" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-chem-use", + "rule_id": "cr-skills-chem-use", + "title": "Chem-Use", + "summary": "Advanced / Intelligence / Crafting, Investigation", + "content": "Advanced (Crafting, Investigation). Identify, handle, and apply chemicals, toxins, poisons, and drugs.\n\nSafely identify, handle, and prepare chemicals, toxins, poisons, and drugs. Covers application and basic combinations; manufacturing from base components falls under Trade (Chymist). Failure wastes the dose; complex applications may require Extended Tests.\n\nSkill Use: Full Action; Half Action with medicae injector/narthecium; complex applications may be Extended Tests.", + "category": "skills", + "tags": [ + "advanced", + "crafting, investigation", + "skill" + ], + "aliases": [ + "Chem-Use Skill", + "Intelligence" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-ciphers", + "rule_id": "cr-skills-ciphers", + "title": "Ciphers", + "summary": "Advanced / Intelligence", + "content": "Advanced. Skill Groups: Xenos Markings, Deathwatch, Chapter Runes, Imperial Codes, Mercenary Cant, Inquisition, Underworld.\n\nUnderstand and employ shorthand codes, signs, and markings used by groups for rapid, secret communication. Basic messages need no test; complex, time‑worn, or obscured messages require Skill Tests.\n\nSkill Use: Varies; basic use often no test/time; complex uses as set by the GM.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Ciphers Skill", + "Intelligence" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-climb", + "rule_id": "cr-skills-climb", + "title": "Climb", + "summary": "Basic / Strength / Movement", + "content": "Basic (Movement). Ascend or descend difficult terrain; equipment and surface adjust difficulty.\n\nAllows a character to scale obstacles and terrain. The GM sets difficulty based on surface, holds, and equipment (e.g., grav-chutes, climbers’ gear). Failure may result in falls or being stuck.\n\nSkill Use: Half Action.", + "category": "skills", + "tags": [ + "basic", + "movement", + "skill" + ], + "aliases": [ + "Climb Skill", + "Strength" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-concealment", + "rule_id": "cr-skills-concealment", + "title": "Concealment", + "summary": "Basic / Agility", + "content": "Basic. Hide objects or oneself using terrain, clothing, or distractions; opposed by Awareness or Search.\n\nUsed to hide objects or one’s person. The GM applies modifiers for camouflage, lighting, cover, or movement. Often an Opposed Test against Awareness or Search of observers.\n\nSkill Use: Half Action.", + "category": "skills", + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Agility", + "Concealment Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-contortionist", + "rule_id": "cr-skills-contortionist", + "title": "Contortionist", + "summary": "Basic / Agility / Movement", + "content": "Basic (Movement). Escape grapples, bindings, or squeeze through tight spaces.\n\nThe basic use is to escape a grapple by wriggling free (two Full Actions). Can also squeeze through tight spaces or slip bindings; the GM sets difficulty by constraint severity.\n\nSkill Use: Two Full Actions to escape a grapple; other uses as set by the GM.", + "category": "skills", + "tags": [ + "basic", + "movement", + "skill" + ], + "aliases": [ + "Agility", + "Contortionist Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-deceive", + "rule_id": "cr-skills-deceive", + "title": "Deceive", + "summary": "Basic / Fellowship / Interaction", + "content": "Basic (Interaction). Lie, fast‑talk, forge, or otherwise mislead; opposed by Scrutiny.\n\nCovers lying, bluffing, misdirection, disguises, and forged credentials. Usually opposed by Scrutiny; modifiers apply for preparation and plausibility.\n\nSkill Use: 1 minute or more.", + "category": "skills", + "tags": [ + "basic", + "interaction", + "skill" + ], + "aliases": [ + "Deceive Skill", + "Fellowship" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-demolition", + "rule_id": "cr-skills-demolition", + "title": "Demolition", + "summary": "Advanced / Intelligence / Crafting", + "content": "Advanced (Crafting). Place or defuse explosives; Extended Tests for complex undertakings.\n\nCovers placing and defusing explosives. Success when placing indicates a correctly set charge; failure means it won’t detonate (unknown until triggered). Severe failure can cause premature detonation. Defusing is an Opposed Test versus the placer’s Demolition. Large‑scale tasks (bridges, structures) use Extended Tests with GM‑set duration/difficulty.\n\nSkill Use: Half Action or longer; complex setups/defusals may be Extended Tests.", + "category": "skills", + "tags": [ + "advanced", + "crafting", + "skill" + ], + "aliases": [ + "Demolition Skill", + "Intelligence" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-drive", + "rule_id": "cr-skills-drive", + "title": "Drive", + "summary": "Advanced / Agility / Operator", + "content": "Advanced (Operator). Skill Groups: Ground Vehicle, Skimmer/Hover, Walker.\n\nControl land‑based, hover, or skimmer vehicles (e.g., Cargo‑8s, Rhinos, Land Speeders, Sentinels). Normal driving needs no test; hazardous conditions, speed, or dangerous manoeuvres require tests.\n\nSkill Use: Half Action.", + "category": "skills", + "tags": [ + "advanced", + "operator", + "skill" + ], + "aliases": [ + "Agility", + "Drive Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-evaluate", + "rule_id": "cr-skills-evaluate", + "title": "Evaluate", + "summary": "Basic / Intelligence / Investigation", + "content": "Basic (Investigation). Assess value, quality, origin, or weak points of objects; sometimes Extended Tests.\n\nDetermine approximate value, quality, or manufacture of an object or structure. Specify what is being sought (value, quality/strength, or origin). Success reveals broad information; extra Degrees of Success reveal more. The GM may roll secretly and adjust difficulty for access and relevant Lores/Trades. Large or numerous objects may require an Extended Test; a single item takes about a minute.\n\nSkill Use: 1 minute or more.", + "category": "skills", + "tags": [ + "basic", + "investigation", + "skill" + ], + "aliases": [ + "Evaluate Skill", + "Intelligence" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-gamble", + "rule_id": "cr-skills-gamble", + "title": "Gamble", + "summary": "Basic / Intelligence", + "content": "Basic. Opposed Tests in games of chance; Sleight of Hand may substitute to cheat.\n\nUsed when participating in games of chance and soldierly pastimes. Each participant wagers and makes an Opposed Gamble Test; highest Degrees of Success or fewest Degrees of Failure wins. Sleight of Hand can be used to cheat (gives +20 on the cheating tests; severe failure means being caught).\n\nSkill Use: Full Action to an entire day of gaming.", + "category": "skills", + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Gamble Skill", + "Intelligence" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-inquiry", + "rule_id": "cr-skills-inquiry", + "title": "Inquiry", + "summary": "Basic / Fellowship / Investigation", + "content": "Basic (Investigation). Gather information via questions, conversation, eavesdropping, and research; often Extended.\n\nPick up general information (news, events) or pursue a specific lead by questioning individuals or consulting resources (e.g., libraria). Additional Degrees of Success yield more detail. Investigative use is virtually always an Extended Test with GM‑set duration and difficulty.\n\nSkill Use: 1 hour or more.", + "category": "skills", + "tags": [ + "basic", + "investigation", + "skill" + ], + "aliases": [ + "Fellowship", + "Inquiry Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-interrogation", + "rule_id": "cr-skills-interrogation", + "title": "Interrogation", + "summary": "Advanced / Willpower / Investigation", + "content": "Advanced (Investigation). Extract information from unwilling subjects using psychological and technical methods; Opposed vs. Willpower.\n\nRepresents skilled application of psychology, serums, devices, and techniques to gain answers. Always Opposed vs. the subject’s Willpower. Success yields one answer plus one per Degree of Success. Severe failure inflicts damage and can prevent further attempts or grant the subject bonuses against future attempts.\n\nSkill Use: Varies; each interrogation exchange constitutes a use as framed by the GM.", + "category": "skills", + "tags": [ + "advanced", + "investigation", + "skill" + ], + "aliases": [ + "Interrogation Skill", + "Willpower" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-invocation", + "rule_id": "cr-skills-invocation", + "title": "Invocation", + "summary": "Advanced / Willpower", + "content": "Advanced. Focus will through mantras, foci, or meditation to influence psychic tests.\n\nA Full Action spent focusing the mind via mantras, foci, or meditation. Success adds +1 to the final Psy Rating of the next Round’s Fettered Power Test; failure imposes –1 (and may cause the power to fail if reduced to 0).\n\nSkill Use: Full Action.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Invocation Skill", + "Willpower" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-lip-reading", + "rule_id": "cr-skills-lip-reading", + "title": "Lip Reading", + "summary": "Advanced / Perception", + "content": "Advanced. Understand speech by observing lip movements and expressions.\n\nAllows comprehension of speech by line‑of‑sight observation. Distance, lighting, and familiarity with the language affect difficulty. Useful when eavesdropping is required without audio.\n\nSkill Use: Varies with scene; generally requires sustained observation.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Lip Reading Skill", + "Perception" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-literacy", + "rule_id": "cr-skills-literacy", + "title": "Literacy", + "summary": "Advanced / Intelligence", + "content": "Advanced. Read and write any language the character speaks.\n\nEveryday reading/writing needs no test. Regional variations, archaic or damaged texts, and colloquialisms may require tests at appropriate difficulty.\n\nSkill Use: About 1 minute per page (~750 words).", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Literacy Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-logic", + "rule_id": "cr-skills-logic", + "title": "Logic", + "summary": "Basic / Intelligence / Investigation", + "content": "Basic (Investigation). Solve puzzles, proofs, and complex problems; prepare arguments; often Extended.\n\nSolve problems, infer patterns, or build reasoned arguments. Extended Tests for complex reasoning or lengthy problems as appropriate to the GM.\n\nSkill Use: 1 minute, or longer for particularly complex problems.", + "category": "skills", + "tags": [ + "basic", + "investigation", + "skill" + ], + "aliases": [ + "Intelligence", + "Logic Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-lore-common", + "rule_id": "cr-skills-lore-common", + "title": "Lore: Common", + "summary": "Advanced / Intelligence / Investigation", + "content": "Advanced (Investigation). Skill Groups include Adeptus Arbites, Adeptus Astartes, Adeptus Mechanicus, Administratum, Deathwatch, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Jericho Reach, Tech, War.\n\nRecall general information, procedures, divisions, traditions, famed individuals, and superstitions for a given group, world, or culture. Success yields broad facts; extra Degrees of Success reveal more detail.\n\nSkill Use: Varies; often immediate recall; research uses may be Extended Tests.", + "category": "skills", + "tags": [ + "advanced", + "investigation", + "skill" + ], + "aliases": [ + "Intelligence", + "Lore: Common Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-lore-forbidden", + "rule_id": "cr-skills-lore-forbidden", + "title": "Lore: Forbidden", + "summary": "Advanced / Intelligence / Investigation", + "content": "Advanced (Investigation). Skill Groups cover proscribed/hidden knowledge (e.g., Xenos, Warp, Inquisition, Archeotech, Traitor Legions, Adeptus Astartes, etc.).\n\nCovers lore kept secret or proscribed: alien species, warp phenomena, cults, heresies, ancient technologies. Tests recall dangerous or concealed information; access and sources affect difficulty.\n\nSkill Use: Varies; often immediate recall; risky or deep research may be Extended.", + "category": "skills", + "tags": [ + "advanced", + "investigation", + "skill" + ], + "aliases": [ + "Intelligence", + "Lore: Forbidden Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-lore-scholastic", + "rule_id": "cr-skills-lore-scholastic", + "title": "Lore: Scholastic", + "summary": "Advanced / Intelligence / Investigation", + "content": "Advanced (Investigation). Academic disciplines and formal scholarship (various groups as defined by the setting).\n\nRepresents formal, academic study (history, tactics theory, heraldry, philosophy, etc.). Provides structured, theoretical knowledge distinct from Common or Forbidden Lore.\n\nSkill Use: Varies; often immediate recall; academic research may be Extended.", + "category": "skills", + "tags": [ + "advanced", + "investigation", + "skill" + ], + "aliases": [ + "Intelligence", + "Lore: Scholastic Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-navigation", + "rule_id": "cr-skills-navigation", + "title": "Navigation", + "summary": "Advanced / Intelligence", + "content": "Advanced. Skill Groups: Surface, Stellar, Warp.\n\nDetermine routes and positions across terrain, the void, or the immaterium. Surface covers planetary or subterranean navigation; Stellar covers realspace courses; Warp concerns plotting safe passages through the immaterium.\n\nSkill Use: Varies; plotting complex courses often requires Extended Tests.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Navigation Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-performer", + "rule_id": "cr-skills-performer", + "title": "Performer", + "summary": "Advanced / Fellowship", + "content": "Advanced. Skill Groups include Storyteller, Singer, Musician, Actor, Dancer, etc.\n\nPerform before an audience with song, story, music, acting, and so forth. Difficulty depends on audience, venue, and material. Special uses can substitute for Charm, Blather, or Command in specific circumstances.\n\nSkill Use: Varies; performances typically take several minutes or more.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Fellowship", + "Performer Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-pilot", + "rule_id": "cr-skills-pilot", + "title": "Pilot", + "summary": "Advanced / Agility / Operator", + "content": "Advanced (Operator). Skill Groups: Personal, Flyers, Space Craft.\n\nOperate personal jump packs, atmospheric craft (landers, gun‑cutters), and void‑capable ships (fighters to capital vessels). Normal conditions need no test; storms, obstacles, and dangerous manoeuvres do. Chases are Opposed Tests.\n\nSkill Use: Half Action.", + "category": "skills", + "tags": [ + "advanced", + "operator", + "skill" + ], + "aliases": [ + "Agility", + "Pilot Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-psyniscience", + "rule_id": "cr-skills-psyniscience", + "title": "Psyniscience", + "summary": "Advanced / Perception", + "content": "Advanced. Sense warp currents, entities, psychic powers, and disturbances; see Table 3‑4.\n\nDetect the presence/absence of daemons and psychic activity; identify psychic phenomena, voids, and immaterium disruptions. Degrees of Success provide direction, location, and precision as summarised on Table 3‑4.\n\nSkill Use: Full Action.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Perception", + "Psyniscience Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-scrutiny", + "rule_id": "cr-skills-scrutiny", + "title": "Scrutiny", + "summary": "Basic / Perception", + "content": "Basic. Assess truthfulness, motives, and small details; Opposed vs. Deceive when detecting lies.\n\nAssess people or objects in detail—truthfulness, motives, temperament—or examine items for subtle characteristics. Opposed by Deceive when perceiving falsehoods. Does not replace roleplaying in social scenes.\n\nSkill Use: Full Action (special uses may take longer).", + "category": "skills", + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Perception", + "Scrutiny Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-search", + "rule_id": "cr-skills-search", + "title": "Search", + "summary": "Basic / Perception", + "content": "Basic. Systematic search of areas, persons, or items for hidden features or objects.\n\nConduct a careful search of an area, person, or object to uncover hidden items, compartments, or clues. The GM sets difficulty based on clutter, concealment, and time pressure.\n\nSkill Use: Full Action or longer; GM’s discretion.", + "category": "skills", + "tags": [ + "", + "basic", + "skill" + ], + "aliases": [ + "Perception", + "Search Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-security", + "rule_id": "cr-skills-security", + "title": "Security", + "summary": "Advanced / Agility", + "content": "Advanced. Open locks, bypass security systems, and defeat traps or countermeasures; often Opposed by the original installer.\n\nUsed to pick locks, bypass seals, defeat alarms, or overcome security systems. The GM sets difficulty by quality of the mechanism; many tasks are Opposed Tests versus the installer’s skill if known or recorded (e.g., for defusing bombs see Demolition).\n\nSkill Use: Half Action to several minutes; complex systems may require Extended Tests.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Agility", + "Security Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-shadowing", + "rule_id": "cr-skills-shadowing", + "title": "Shadowing", + "summary": "Advanced / Agility", + "content": "Advanced. Follow a target without being noticed; Opposed by Awareness or Scrutiny.\n\nThe art of following without detection. Always an Opposed Test against the target’s Awareness or Scrutiny. A single successful test follows a target unseen for about a minute; longer tails may require repeated or Extended Tests.\n\nSkill Use: 1 minute per successful test (longer at GM’s discretion).", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Agility", + "Shadowing Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-silent-move", + "rule_id": "cr-skills-silent-move", + "title": "Silent Move", + "summary": "Basic / Agility / Movement", + "content": "Basic (Movement). Move quietly; Opposed vs. Awareness or Scrutiny; environment sets difficulty.\n\nUsed when silence and secrecy are essential to movement. Always Opposed by Awareness or Scrutiny; difficulty varies by environment (echoing metal corridors vs. carpeted halls, etc.).\n\nSkill Use: Free Action as part of Movement.", + "category": "skills", + "tags": [ + "basic", + "movement", + "skill" + ], + "aliases": [ + "Agility", + "Silent Move Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-sleight-of-hand", + "rule_id": "cr-skills-sleight-of-hand", + "title": "Sleight of Hand", + "summary": "Advanced / Agility", + "content": "Advanced. Palming, pickpocketing, and tricks; Opposed by Awareness or Scrutiny; can be used to cheat at Gamble.\n\nTasks requiring deception and dexterity such as palming objects, lifting items, or performing tricks. Always Opposed by Awareness or Scrutiny. May substitute for Gamble to alter odds; usually a Half Action, or a Free Action at –10.\n\nSkill Use: Half Action (or Free Action at –10).", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Agility", + "Sleight of Hand Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-speak-language", + "rule_id": "cr-skills-speak-language", + "title": "Speak Language", + "summary": "Advanced / Intelligence", + "content": "Advanced. Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork, Techna‑Lingua, Tau.\n\nCommunicate using the chosen language. Most routine communication needs no test if a common tongue is shared. Obscure dialects, cryptic concepts, or specialised jargon may require tests with appropriate modifiers.\n\nSkill Use: Free Action.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Speak Language Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-survival", + "rule_id": "cr-skills-survival", + "title": "Survival", + "summary": "Advanced / Intelligence", + "content": "Advanced. Endure and live off hostile environments, natural or artificial; find food/water/shelter; track local hazards.\n\nEndure unusual or alien environments; find edible flora/fauna; hunt; evaluate safety of food; construct shelters away from hazards. Applies to natural wilderness and to artificial or industrial environments (e.g., hive depths, space hulks).\n\nSkill Use: Various (as appropriate to the task).", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Survival Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-swim", + "rule_id": "cr-skills-swim", + "title": "Swim", + "summary": "Basic / Strength / Movement", + "content": "Basic (Movement). Swim through liquids; difficult waters or unusual circumstances require tests.\n\nAllows swimming through liquids. Normal conditions need no test; rough conditions, hazards, or long distances require a Skill Test. See Swimming rules for details.\n\nSkill Use: Full Action.", + "category": "skills", + "tags": [ + "basic", + "movement", + "skill" + ], + "aliases": [ + "Strength", + "Swim Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-tactics", + "rule_id": "cr-skills-tactics", + "title": "Tactics", + "summary": "Advanced / Intelligence", + "content": "Advanced. Skill Groups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth.\n\nPractical application of military knowledge in battle. Focuses on on‑the‑ground manoeuvres and actions (distinct from theoretical Lore and from issuing orders via Command). Used to plan engagements, set ambushes, and choose doctrine‑appropriate actions.\n\nSkill Use: Varies; planning efforts may be Extended Tests.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Tactics Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-tech-use", + "rule_id": "cr-skills-tech-use", + "title": "Tech-Use", + "summary": "Advanced / Intelligence", + "content": "Advanced. Operate, maintain, and repair technology; set up, calibrate, and troubleshoot devices.\n\nOperation and repair of technological devices from auspex to vox arrays to spacecraft systems. Some tasks are simple interactions; others require lengthy repairs or calibrations. The GM sets difficulty based on tool quality, schematics, and environment.\n\nSkill Use: Half Action for simple operations; complex tasks may be Extended Tests.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Tech-Use Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-tracking", + "rule_id": "cr-skills-tracking", + "title": "Tracking", + "summary": "Advanced / Intelligence", + "content": "Advanced. Follow trails and signs to locate targets; interpret spoor and disturbances; often Extended Tests.\n\nFollow and interpret tracks, signs, and environmental disturbances to pursue a quarry. Difficulty depends on terrain, time elapsed, weather, and the target’s countermeasures. Often used in conjunction with Survival.\n\nSkill Use: Varies; simple tracking is a Full Action; extended pursuits may be Extended Tests.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Tracking Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-trade", + "rule_id": "cr-skills-trade", + "title": "Trade", + "summary": "Advanced / Intelligence / Crafting", + "content": "Advanced (Crafting). Skill Groups include numerous crafts and professions such as Armourer, Artisan, Chymist, Smith, etc.\n\nRepresents practical craftsmanship and professional disciplines. Used to create, modify, or appraise items within the trade. Manufacturing from raw materials typically requires components worth about half the item’s value and is resolved as an Extended Test.\n\nSkill Use: Varies; crafting typically uses Extended Tests.", + "category": "skills", + "tags": [ + "advanced", + "crafting", + "skill" + ], + "aliases": [ + "Intelligence", + "Trade Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "cr-skills-wrangling", + "rule_id": "cr-skills-wrangling", + "title": "Wrangling", + "summary": "Advanced / Intelligence", + "content": "Advanced. Handle and train beasts; ride or control animals; calm or incite creatures.\n\nCare for, train, and control animals and xenos‑beasts. Includes calming mounts, directing attacks, and reading animal behaviour. The GM sets difficulty based on temperament and training level.\n\nSkill Use: Half Action to several minutes; training is typically an Extended Test.", + "category": "skills", + "tags": [ + "", + "advanced", + "skill" + ], + "aliases": [ + "Intelligence", + "Wrangling Skill" + ], + "relatedRules": [ + "Test Difficulty" + ], + "page": 94, + "pageEnd": 107, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "csv+pdf", + "confidence": 0.95, + "midgamePriority": 55 + }, + { + "id": "ff-supplements-first-founding-session-reference", + "rule_id": "ff-supplements-first-founding-session-reference", + "title": "First Founding Session Reference", + "summary": "Chapter rules, additional character options, gear, and chapter-specific material.", + "content": "ROLEPLAYING IN THE GRIM\nDARKNESS OF THE 41ST MILLENNIUM\n™\n™\n\n2\nCredits\nCredits\nLead Developers\nAndrew Fischer and Ross Watson\nWritten and Developed by\nOwen Barnes, Nathan Dowdell, and Andy Hoare\nEditing\nGraham Davey\nProofreading\nDave Johnson and Matt Schempp\nGraphic Design\nDallas Mehlhoff and WiL Springer\nCover Art\nMichael Phillippi\nInterior Art\nJacob Atienza, Alberto Bontempi, Matt Bradbury, Sobak\nChauchau, Kevin Childress, Victor Corbella, Mauro Dal\nBo, Ame En, Zach Graves, David Griffith, Citra Henryka,\nNikolas Ingeneri, Thomasz Jedruszek, Jason Juta, Daniel\nMcGowan, Marco Morte, Mark Smith, David Sondered,\nand Allison Theus\nManaging Art Director\nAndrew Navaro\nArt Direction\nZoë Robinson\nProduction Manager\nEric Knight\nLicensing and Development Coordinator\nDeb Beck\nExecutive Game Designer\nCorey Konieczka\nExecutive Producer\nMichael Hurley\nPublisher\nChristian T. Petersen\nGames Workshop\nLicensing Managers\nJohn French and Owen Rees\nHead of Licensing\nJon Gillard\nHead of Intellectual Property\nAlan Merrett\nHead of Licensing, Legal and\nStrategic Projects\nAndy Jones\nSpecial Thanks\nPlaytest Coordinator Ron DeValk, “The Bolter and\nChainsword Playtest Group” Ryan Powell with Matt Bogart,\nJon Cox, Max Hardenbrook, Matt Hunt, Steve Koelzer, Anders\nLang, and Richard Sanders, “No Guts, No Glory” Sean Connor\nwith Adam Lloyd, Aaron McManus-Wood, Stephen Pitson,\nMark Smith, and Simon Tierney, “The Librarians” Pim Mauve\nwith Keesjan Kleef, Jan-Cees Voogd, Joris Voogd, and Gerlof\nWoudstra, “Roll Perils” Matt Eustace with Sean Kelly, Rob Lord,\nStuart Lord, and Mike Madani, “Veterans of a Psychic War” Benn\nWilliams with Chris Lancaster, Scott Philips, John Ross, Rebecca\nWilliams, and Eric Young, “You Bid Babies?!?” Jordan Millward\nwith Keri Harthoorn, Kyle Harthoorn-Burton, Kieren Smith,\nand Julia Smith, “Unrepentant” Lachlan “Raith” Conley with\nJordan Dixon, Mark McLaughlin, and Brad Twaddell, “Damon’s\nGreatest Deamons” Damon Wilson, Kevin Doelling, Kyle\nDouglas, Jake Grayson, and Tony Strutynski.\nFANTASY\nFLIGHT\nGAMES\nFantasy Flight Games\n1975 West County Road B2\nRoseville, MN 55113\nUSA\nCopyright © Game Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, First Founding and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2011, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-784-9 Product Code: DW07 Print ID: 1146OCT11\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nTM\nLead Developers\nAndrew Fischer and Ross Watson\nWritten and Developed by\nwen Barnes, Nathan Dowdell, and Andy Hoare\nEditing\nGraham Davey\nProofreading\nDave Johnson and Matt Schempp\nGraphic Design\nDallas Mehlhoff and WiL Springer\nCover Art\nMichael Phillippi\nInterior Art\nienza, Alberto Bontempi, Matt Bradbury, Sobak\nau, Kevin Childress, Victor Corbella, Mauro Dal\nEn, Zach Graves, David Griffith, Citra Henryka,\nIngeneri, Thomasz Jedruszek, Jason Juta, Daniel\nan, Marco Morte, Mark Smith, David Sondered,\nand Allison Theus\nManaging Art Director\nAndrew Navaro\nArt Direction\nZoë Robinson\nProduction Manager\nEric Knight\nExecutive Game Designer\nCorey Konieczka\nExecutive Producer\nMichael Hurley\nPublisher\nChristian T. Petersen\nGames Workshop\nLicensing Managers\nJohn French and Owen Rees\nHead of Licensing\nJon Gillard\nHead of Intellectual Property\nAlan Merrett\nHead of Licensing, Legal and\nStrategic Projects\nAndy Jones\nSpecial Thanks\nPlaytest Coordinator Ron DeValk, “The Bolter and\nChainsword Playtest Group” Ryan Powell with Matt Bog\ny\nd l\n”\ny\nJon Cox, Max Hardenbrook, Matt Hunt, Steve Koelzer, A\ny\np\ny\ng\nd\nb\nk\nl\ny\np\ny\ng\nLang, and Richard Sanders, “No Guts, No Glory” Sean Co\nJ\nd\nh d\nd\n“\nl\n”\nJ\nwith Adam Lloyd, Aaron McManus-Wood, Stephen Pits\ng\ny\nh d\nl\nd\nd\nh\ng\ny\nMark Smith, and Simon Tierney, “The Librarians” Pim M\ny\np\nk\nh\nd\n“ h\nb\n”\ny\np\nwith Keesjan Kleef, Jan-Cees Voogd, Joris Voogd, and G\ny\nh\nl f\nd\nd\nd\ny\nWoudstra, “Roll Perils” Matt Eustace with Sean Kelly, Rob\nj\nJ\ng\nJ\ng\nd\n“\nll\nl ”\nh\nll\nb\nj\nJ\ng\nJ\ng\nStuart Lord, and Mike Madani, “Veterans of a Psychic War”\ny\nd\nd\nk\nd\n“\nf\nh\n”\ny\nWilliams with Chris Lancaster, Scott Philips, John Ross, Re\ny\nll\nh\nh\nh l\nh\ny\nWilliams, and Eric Young, “You Bid Babies?!?” Jordan Mill\np J\nll\nd\n“\nd\nb\n”\nd\nll\np J\nwith Keri Harthoorn Kyle Harthoorn-Burton Kieren Sm\ng\nJ\nh\nh\nl\nh\ng\nJ\n\n3\nContents\nContents\nIntroduction\n4\nWhat’s in this book? ...............................................................4\nChapter I: Honour the Chapter\n6\nIron Hands ...............................................................................7\nIron Hands Pasts ................................................................ 10\nIron Hands Primarch’s Curse: Steel Over Flesh ............. 11\nIron Hands Solo Mode Ability......................................... 12\nIron Hands Squad Mode Abilities ................................... 12\nIron Hands Psychic Powers .............................................. 13\nIron Hands Chapter Trappings ........................................ 13\nRaven Guard ......................................................................... 14\nRaven Guard Pasts ............................................................. 16\nRaven Guard Primarch’s Curse: Lure of the Shadows .. 17\nRaven Guard Solo Mode Ability ..................................... 17\nRaven Guard Squad Mode Abilities ................................ 18\nRaven Guard Psychic Powers ........................................... 18\nRaven Guard Chapter Trappings ..................................... 19\nSalamanders .......................................................................... 20\nSalamanders Pasts .............................................................. 23\nSalamanders Primarch’s Curse: Unyielding .................... 24\nSalamanders Solo Mode Ability ....................................... 24\nSalamanders Squad Mode Abilities ................................. 24\nSalamanders Psychic Powers ............................................ 25\nSalamanders Chapter Trappings ...................................... 26\nWhite Scars ........................................................................... 27\nWhite Scars Pasts ............................................................... 31\nWhite Scars Primarch’s Curse: Chogorian Savagery ..... 31\nWhite Scars Solo Mode Ability ....................................... 31\nWhite Scars Squad Mode Abilities .................................. 32\nWhite Scars Psychic Powers ............................................. 33\nWhite Scars Chapter Trappings ....................................... 34\nChapter II: Chapter’s Due\n36\nNew Chapter Pasts .............................................................. 36\nNew Advanced Specialities ................................................. 36\nBlood Angels ........................................................................ 38\nLibrarian Dreadnought ..................................................... 39\nSanguinary Priest ............................................................... 43\nAdditional Rules ................................................................ 44\nDark Angels .......................................................................... 46\nRavenwing Veteran ............................................................ 48\nDeathwing Terminator ...................................................... 50\nAdditional Rules ................................................................ 52\nImperial Fists ........................................................................ 54\nAdditional Rules ................................................................ 55\nSpace Wolves ........................................................................ 57\nWolf Scout .......................................................................... 59\nWolf Priest .......................................................................... 62\nAdditional Rules ................................................................ 64\nThe Ultramarines .................................................................. 67\nTyrannic War Veteran ........................................................ 69\nUltramarines Honour Guard ............................................ 71\nAdditional Rules ................................................................ 73\nChapter III: The Traitor Legions\n76\nAlpha Legion ........................................................................ 78\nEmperor’s Children .............................................................. 79\nNight Lords .......................................................................... 80\nWorld Eaters ......................................................................... 82\nThe Headsman of Cellebos .............................................. 83\nDeath Guard ......................................................................... 84\nBlight-master Ussax of the Death Guard ....................... 85\nThousand Sons ..................................................................... 86\nAtum Sum of the Thousand Sons .................................... 88\nWord Bearers ........................................................................ 89\nBlack Legion ......................................................................... 90\nIron Warriors ........................................................................ 92\nWarsmith Koros of the Iron Warriors ............................. 94\nChapter IV: Chapter Wargear\n96\nChapter Wargear .................................................................. 97\nRanged Weapons ............................................................... 97\nMelee Weapons .................................................................. 98\nArmour ..............................................................................100\nWargear .............................................................................101\nChapter Trappings ...........................................................104\nFollowers .............................................................................105\nExample Frontline Followers ..........................................107\nAcquiring Followers ........................................................108\nCreating New Followers .................................................108\nChapter V: The Chapter is All\n114\nThe Hall of Glory ..............................................................115\nChapters Within the Deathwatch .....................................116\nShadow of the Past..........................................................116\nSons of the Primarch .......................................................117\nA Term of Service ............................................................118\nChapter Campaigns and Complications .........................119\nRivalries ...........................................................................119\nMissions ............................................................................120\nChapter VI: Traitor’s Dawn\n122\nAdventure Overview ..........................................................122\nRheelas: World in Chains .................................................123\nThe Imperium’s Vanguard .................................................126\nThe Chapters in Traitor’s Dawn .......................................127\nThe Tension Tracker ..........................................................129\nPart One: Tip of the Trident.............................................131\nArming and Oath-Taking ...............................................131\nArrival................................................................................131\nCouncil of War .................................................................131\nCutting off the Head (Iron Hands)................................133\nFirst Strike (White Scars) ................................................134\nAlien Masters (Salamanders) ...........................................135\nOutcomes ..........................................................................135\nPart Two: A Different Kind of War .................................136\nTraitors in Our Midst ......................................................136\nRally Point ........................................................................137\nAdditional Encounters.....................................................138\nMeanwhile ........................................................................139\nPart Three: The Last Betrayal ...........................................140\nDétente ..............................................................................140\nLasting Tensions ..............................................................142\n\n4\nIntrocution\nIntroduction\nT\nhe First Founding Legions were crafted by the Emperor\nhimself in the image of his twenty Primarchs. They\nforged the Imperium in bloody combat as they waged\nthe Great Crusade across the galaxy. Many Space Marines fell\nto the maligned seduction of Chaos during the Horus Heresy,\nbut those that stayed loyal formed the base from which all\nSpace Marine Chapters would be created. Those Chapters\nthat still hold the loyalist Legions’ names and colours are the\noldest and the most revered of all the Adeptus Astartes.\nThe strong heritage of the First Founding Chapters is\nimportant for those Battle-Brothers who have been seconded\nto the service of the illustrious Deathwatch. For them, as\nwith all Space Marines, there is little distinction between the\nidentity of self, and that of the Chapter. A Space Marine’s\nChapter is their family, their heritage, and their home. As\nthey serve the Deathwatch, Battle-Brothers leave their right\nshoulder pad with its Chapter markings, proudly displaying\nthe colours of their home Chapter. Even the mysterious\nBlack Shields, who have forsaken their Chapter’s identity by\nblacking out their right shoulder pad—leaving no identifying\nmarks as to their progenitor Chapter, are still inheritors of its\ngene-seed and everything it entails.\nThose Space Marines seconded to the Deathwatch in the\nJericho Reach have many opportunities to fight alongside\nBattle-Brothers of other First Founding Chapters, as\nwell as their progenitors, and demonstrate what makes\neach Chapter unique. From the martial prowess of the\nRavenwing of the Dark Angels Chapter to the wisdom of\nthe Wolf Priest of the Space Wolves, the fighting traditions\nof each brotherhood of Space Marines come together to\nmake the Deathwatch stronger.\nWHAT’S IN THIS bOOK?\nFirst FounDing goes into detail on the nine Chapters directly\nformed from the loyalist Space Marine Legions, detailing new\nrules from solo modes to new advanced specialities. It also\nexplores the background of the nine Traitor Legions and their\nfall to the seduction of the Ruinous Powers. Later chapters\nprovide new wargear and rules for Battle-Brothers to have\nfollowers, ensuring that the players’ Kill-team is extremely\ndiverse and prepared to take on the fiercest foes the Jericho\nReach has to offer.\nChapter I: honour the Chapter\nThis chapter explores the final four Chapters from the\nFirst Founding not discussed in previous Deathwatch\nRulebooks. Here you will find the cold and calculating Iron\nHands, the guileful Raven Guard, the dutiful Salamanders,\nand the savage White Scars. This section provides new rules\nfor players to create a Battle-Brother from one of these\ncelebrated Chapters.\nChapter II: Chapters\nof the DeathwatCh\nDelving deeper into the other First Founding Chapters\noriginally outlined in the Deathwatch core Rulebook and\nrites oF Battle, this chapter provides greater details on\ntheir compelling pasts as well as new Advanced Specialities\nfor characters of those Chapters to better hunt the vile xenos.\nFrom Wolf Scouts to Librarian Dreadnoughts, players will\nfind a plethora of new options for their Battle-Brothers.\nChapter III: the traItor LegIons\nThis chapter explores the tumultuous pasts of the Space\nMarine Legions that betrayed The Emperor during the Horus\nHeresy and turned to the Ruinous powers of Chaos. Here you\nwill find background information on the nine Traitor Legions\nand profiles for their more powerful members operating in\nthe Jericho Reach.\nChapter IV: wargear\nProviding players with access to new and varied Chapter\nWargear, this chapter guarantees that each Battle-Brother will be\nfully equipped and prepared to represent his Chapter amongst\nthe ranks of the Deathwatch. This chapter also describes\nfollowers—loyal servants and warriors that accompany the\nBattle-Brothers on their mission, lending their unique aid to\nthe Kill-team. With these rules, players can build up an entire\nretinue under their command to lead into the field as they\nembark on dangerous missions in the Reach.\nChapter V: the Chapter Is aLL\nThis chapter delves into the complex relationship between\nChapters and the Deathwatch, as well as exploring intra-\nChapter relationships within the Jericho Reach. This chapter\nprovides details for the GM to craft Chapter-related plot\nhooks and missions to explore the heritage of individual\nBattle-Brothers. These details and plots add a greater sense of\ndepth to any campaign.\nChapter VI: traItor’s Dawn\nThis book includes an engaging adventure on the world\nof Rheelas. The Kill-team must deal with the conflicting\ninterests of three different Chapters operating over\nthe planet. This adventure provides GMs with a great\nopportunity to explore the varying philosophies of the\nChapters, throwing the Kill-team into a mysterious conflict\nfor the fate of of an entire world.\n\nIron Hands\n•\nraven Guard\n•\nsalamanders\n•\nWHIte scars\n\n6\nI: Honour the Chapter\nChapter I:\nHonour the\nChapter\n“Children of Vulkan, you fight not just for the Emperor and the\nPrimarch, but for the Battle-Brothers that have come before you.\nMay your deeds today honour their names and echo down through\nthe millennia.”\n–Sergeant Kal’ir of the Salamanders\nT\nhe nine loyalist Space Marine Legions are soldiers of\nlegend, heroes who waged epic wars that decided the\nfate of the entire galaxy. Every Space Marine who\nbears the name of one of these Legions carries the legend\nwith him as he serves alongside his Battle-Brothers in the\nDeathwatch. He is an example not only to his fellow First\nFounding chapters, but to the Chapters that have inherited\ntheir gene-seed. This makes the swearing of the Apocryphon\nOath an monumental responsibility, for the Battle-Brother\ndoesn’t just represent his Chapter, but its entire legacy\nforged over millennia.\nIn this part of First Founding, the remaining four Space\nMarine Chapters from the legendary First Founding not\ncovered in previous deathwatch Rulebooks are examined\nin detail. The Iron Hands, Raven Guard, Salamanders, and\nWhite Scars all have their pasts, motivations, and tactics\nexplored, along with a complete set of rules for creating a\nBattle-Brother from one of these illustrious Chapters.\nWhite Scars all have their pasts, motivations, and tactics\nexplored, along with a complete set of rules for creating a\nBattle-Brother from one of these illustrious Chapters.\n6\nWithout the Dark, there can be no Light,\nWe have Purpose\nWithout the Lie, there can be no Truth,\nWe have Purpose\nWithout War, there can be no Victory,\nWe have Purpose\nWithout Death, there can be no Sacrifice,\nWe have Purpose\nWithout Hope, there can be no Future,\nWe have Purpose\nWithout Loyalty, there can be no Chapter,\nWe have Purpose\nWithout the Emperor, there is nothing…\nAnd we would have no Purpose.\n-Ritual and Responses, Tomb of Truths Foretold\n\n7\nI: Honour the Chapter\nIron Hands\n“Only when by the power of our hate we have truly shed the prison\nof our flesh, shall we be judged worthy to stand at the side of the\nreturned Primarch. Every foe I slay, every stone I cast down, makes\nmy hatred purer, and the day Ferrus Manus is restored to us a day\ncloser.”\n–Iron Father Klaanu Johar\nT\nhe Iron Hands were created by the Emperor as the\ntenth Legion, forged in fire and war to bring the light\nof humanity to the long lost human worlds scattered\nacross the galaxy. When the Horus Heresy erupted and\nplunged the nascent Imperium into total war, the Iron Hands\nLegion was far from Terra and unable to intervene\ndirectly. Primarch Ferrus Manus was enraged\nby the weakness of the other Legions, and\nby his inability to fight the traitors. He\ngathered together his most veteran\ntroops and departed for the Istvaan\nsystem. It was there that the\ntraitor Primarchs, Warmaster\nHorus first among them,\nrevealed the full extent\nof their treachery. They\nambushed the Iron Hands,\nthe Raven Guard and the\nSalamanders, and although\nthe three loyal Legions\nfought\nvaliantly,\nFerrus\nManus\nhimself was lost.\nTheir enemies\nproclaimed the\nIron\nHands’\nPrimarch dead\nupon the blasted\nwastes of Istvaan\nV, the Chapter refuses to accept\nthis for no\nbody was ever recovered. For 10,000 years, the\nsons of Ferrus Manus have stoked the unquenchable\nfires of hatred, drawing strength from their bitterness\nand awaiting the day of their Primarch’s return.\nDark MeDusa\nThe Iron Hands hail from the\ngloomy, polluted world of Medusa,\nwhich lies perilously close to the\nEye of Terror. The skies of this\nplanet are dark and ash-choked,\nand the lands barren and blasted.\nGreat mountain chains rear above the\nland, the peaks of countless volcanoes so high that they\npierce the black clouds and illuminate them from within as if\nby the fires of hell itself. The poles are cold and savage, and\nthe Land of Shadows is an eerily silent region strewn with\nalien ruins seemingly as old as the planet itself.\nThe people of Medusa are truly the product of their home\nworld. Harsh and unforgiving in their nature, the natives\nof the planet are hardy and fierce and brook no weakness\nwhatsoever in their ranks. Those who are too weak or sick\nto survive without aid voluntarily surrender themselves to\nthe elements so that they impose no drain on what scant\nresources exist. The people organise themselves into nomadic\nclans, and while in times gone by they trudged the land on\nfoot or on the backs of sturdy beasts, now they travel in\nvast processions of ramshackle tracked vehicles as large as\nfortresses, the acrid stink of a thousand engines adding to the\npollution in the air. It is from these hardy people that the Iron\nHands exclusively recruit, for the world, the people, and the\nChapter are inseparable.\nIron over\nFlesh\nCentral to the unique identity of\nthe Iron Hands is their belief\nthat the flesh is inherently\nweak; subject to decay and\ntemptation, it is a frailty\nto be purged to the fullest\nextent. This belief is likely\nto be rooted in the Chapter’s\nexperience of the Horus\nHeresy, but the character\nof\nthe\npeoples\nof\nMedusa is undoubtedly\na contributing factor.\nFollowing\nthe\nloss\nof their Primarch in the\nIstvaan V massacre the surviving\nmembers of the Legion returned to their\nhome world and fanned the embers\nof a hatred that would endure\nfor ten thousand years. Isolating\nthemselves from many of their\nfellow Space Marines, the\nIron Hands became bitter\nrecluses, cleaving to their\nanger as the only constant\nin a universe of weakness\nand insanity. It soon came\nto pass that none were\nimmune from their ire. The\ntraitors had renounced their\noaths and turned against\ntheir brothers, but the loyalists\nhad allowed it to happen, and the\nEmperor had fallen. The Iron Hands\nharboured a special resentment for the\nother loyal Legions present at Istvaan V. They believe\nthat had the Legions been sufficiently strong and fought on\ninstead of retreating, their Primarch would not have been lost,\nthe traitors would have been defeated, and the Heresy would\nhave been crushed.\nscent Imperium into total war, the Iron Hands\nfrom Terra and unable to intervene\nch Ferrus Manus was enraged\ns of the other Legions, and\nto fight the traitors. He\nher his most veteran\nparted for the Istvaan\ns there that the\nhs, Warmaster\nmong them,\nfull extent\nchery. They\nIron Hands,\nuard and the\nnd although\nLegions\nantly,\nnus\nst.\ns\ne\nd\nd\naan\nrefuses to accept\nthis for no\nrecovered. For 10,000 years, the\nManus have stoked the unquenchable\ndrawing strength from their bitterness\nhe day of their Primarch’s return.\nMeDusa\nnds hail from the\nd world of Medusa,\nilously close to the\nThe skies of this\nand ash-choked,\narren and blasted.\nchains rear above the\nIron\nFles\nCentra\nthe Ir\nthat\nwea\ntem\nto\nex\nto b\nex\nH\nof\nIstvaan V\nmembers of the\nhome world\nof a hatre\nfor ten th\nthemse\nfellow\nIron\nreclu\nange\nin a\nan\nto\nimm\ntrait\noath\ntheir b\nhad allowe\nEmperor had\nharboured a spe", + "category": "supplements", + "tags": [ + "chapter", + "first founding", + "successor", + "supplement" + ], + "aliases": [ + "chapter", + "first founding", + "successor" + ], + "relatedRules": [ + "Requisition", + "Talent Descriptions", + "Trait Descriptions" + ], + "page": 1, + "pageEnd": 8, + "source": "First Founding", + "sourceAbbr": "FF", + "sourceMethod": "pdf", + "confidence": 0.65, + "midgamePriority": 45 + }, + { + "id": "htc-supplements-honour-the-chapter-session-reference", + "rule_id": "htc-supplements-honour-the-chapter-session-reference", + "title": "Honour the Chapter Session Reference", + "summary": "Additional Chapter options, deeds, powers, and equipment.", + "content": "A GUIDEBOOK TO\nTHE SUCCESSOR CHAPTERS\n®\n™\n™\n®\n\nTM\nTM\n\n#\n4cVUZed\nCREDITS\n=VRU\u00115VgV]`aVc\nTim Flanders\nHcZeZ_X\u0011R_U\u00115VgV]`a^V_e\nOwen Barnes, Tim Cox, John Dunn, Andrew Fischer,\nJeff Hall, Andy Hoare, and Sam Stewart\n6UZeZ_X\nGraham Davey\nAc``WcVRUZ_X\nDave Johnson and Julija Petkus\n8cRaYZT\u00115VdZX_\nBrian Schomburg and Shaun Boyke\n4`gVc\u00112ce\nMichael Phillippi\n:_eVcZ`c\u00112ce\nDimitri Bielak, Alberto Bontempi, Matt Bradbury, Kevin\nChildress, Kevin T. Chin, David Griffith, Anton Kokarev,\nJason Juta, Jorge Maese, Ameen Naksewee, David Auden\nNash, Mark W. Smith, Florian Stitz, Aidan Wilson\n>R_RXZ_X\u00112ce\u00115ZcVTe`c\nAndrew Navaro\n2ce\u00115ZcVTeZ`_\nMike Linnemann\nAc`UfTeZ`_\u0011>R_RXV^V_e\nEric Knight\n=ZTV_dZ_X\u0011R_U\u00115VgV]`a^V_e\u00114``cUZ_Re`c\nDeb Beck\n6iVTfeZgV\u00118R^V\u00115VdZX_Vc\nCorey Konieczka\n6iVTfeZgV\u0011Ac`UfTVc\nMichael Hurley\nAfS]ZdYVc\nChristian T. Petersen\nGames Workshop\n=ZTV_dZ_X\u0011>R_RXVcd\nJohn French and Andy Hall\n9VRU\u0011`W\u0011=ZTV_dZ_X\nJon Gillard\n9VRU\u0011`W\u0011=ZTV_dZ_X\u001d\u0011=VXR]\u0011R_U\u0011\u0011\nDecReVXZT\u0011Ac`[VTed\nAndy Jones\n9VRU\u0011`W\u0011:_eV]]VTefR]\u0011Ac`aVcej\nAlan Merrett\nDaVTZR]\u0011EYR_\\d\nPlaytest Coordinator Ronald DeValk, Benn Williams,\nMatthew ‘H.B.M.C.’ Eustace, Trevor Stamper, Mike Jett,\n“The Librarians” Pim Mauve with Gerlof Woudstra,\nKeesjan Kleef, Jan-Cees Voogd, and Joris Voogd;\n“Unrepentant” Lachlan ‘Raith’ Conley with Brad Twaddell,\nFiona Coath, Jordan Dixon, and Mark McLaughlin; “No\nGuts No Glory!” Sean Connor with Stephen Pitson, Adam\nLloyd, and Ben Newman.\nFANTASY\nFLIGHT\nGAMES\nFantasy Flight Games\n1975 West County Road B2\nRoseville, MN 55113\nUSA\nCopyright © Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Rising Tempest and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2012, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-61661-450-8 Product Code: DW12 Print ID: 1354JUN12\nPrinted in China\nFor more information about the DEATHWATCH line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nTM\n\n$\n4`_eV_ed\n4`_eV_ed\nIntroduction\n4\nWhat’s in this book? ...............................................................4\nThe Second Founding ..........................................................5\nThe Third and Subsequent Foundings ...............................5\nChapter I: The Emperor’s Finest\n8\nBlack Templars ........................................................................9\nChampions of Sigismund ....................................................9\nSword Brother .................................................................... 11\nThe Emperor’s Champion ................................................. 13\nStorm Wardens ..................................................................... 17\nChampions of Sacris.......................................................... 18\nTempest Blade .................................................................... 23\nBlood Ravens ...................................................................... 26\nHistory ................................................................................ 26\nHomeworld......................................................................... 27\nGene-Seed........................................................................... 28\nPhilosophy .......................................................................... 28\nCombat Doctrine ............................................................... 29\nRed Scorpions ..................................................................... 34\nHistory ................................................................................ 34\nHomeworld......................................................................... 35\nGene-Seed........................................................................... 36\nPhilosophy .......................................................................... 36\nCombat Doctrine ............................................................... 36\nMarines Errant ...................................................................... 42\nHistory ................................................................................ 42\nHomeworld......................................................................... 43\nGene-Seed........................................................................... 44\nPhilosophy .......................................................................... 44\nCombat Doctrine ............................................................... 45\nFlesh Tearers ......................................................................... 50\nHistory ................................................................................ 50\nGene-Seed........................................................................... 52\nPhilosophy .......................................................................... 52\nCombat Doctrine ............................................................... 53\nCrimson Fists ........................................................................ 58\nHistory ................................................................................ 58\nHomeworld......................................................................... 59\nGene-Seed........................................................................... 59\nPhilosophy .......................................................................... 60\nCombat Doctrine ............................................................... 61\nHowling Griffons ................................................................. 66\nHistory ................................................................................ 66\nHomeworld......................................................................... 68\nGene-Seed........................................................................... 68\nPhilosophy .......................................................................... 69\nCombat Doctrine ............................................................... 69\nNovamarines ........................................................................ 74\nHistory ................................................................................ 74\nHomeworld......................................................................... 76\nGene-Seed........................................................................... 76\nPhilosophy .......................................................................... 76\nCombat Doctrine ............................................................... 77\nRaptors .................................................................................. 82\nHistory ................................................................................ 82\nHomeworld......................................................................... 83\nGene-Seed........................................................................... 83\nPhilosophy .......................................................................... 83\nCombat Doctrine ............................................................... 84\nCarcharodons ........................................................................ 89\nHistory ................................................................................ 89\nHome World ....................................................................... 91\nGene-seed ........................................................................... 93\nChapter Organisation ........................................................ 93\nChapter II: Legacy of Glory\n98\nCodex Character Creation Rules ....................................... 99\nCreating a Codex Deathwatch Space Marine ................ 99\nDemeanours ......................................................................100\nCodex Chapter Advances ...............................................101\nPrimarch’s Curse .............................................................101\nCodex Solo Mode Ability ...............................................102\nCodex Psychic Powers ....................................................102\nBlood Angels Successors ...................................................103\nAngels Encarmine ............................................................103\nAngels Sanguine ..............................................................104\nAngels Vermillion ............................................................104\nDark Angels Successors .....................................................106\nAngels of Vengeance .......................................................106\nThe Disciples of Caliban ................................................107\nGuardians of the Covenant .............................................108\nCodex Successor Chapters ................................................109\nDoom Eagles ....................................................................109\nFire Angels ........................................................................110\nSilver Skulls ......................................................................111\nKnights of the Raven ......................................................111\nSons of Medusa ..............................................................112\nFire Hawks ........................................................................113\nAstral Claws ......................................................................114\nExorcists ............................................................................114\nFire Lords ..........................................................................116\nMinotaurs ..........................................................................117\nStar Phantoms ..................................................................117\nInvaders .............................................................................118\nLegion of the Damned ......................................................119\nLegion of the Damned in Deathwatch .........................119\nChapter III: The Vault of Relics\n124\nThe Reliquarium.................................................................124\nChapter IV: The Chapter’s Due\n138\nThe Measure of a Man… ..................................................138\nThe Bond of Brotherhood..............................................139\nLeaving it all behind… ...................................................140\nBeliefs and Dogma ..........................................................140\nRivalries and Feuds..........................................................141\nThe Inquisition and the Adeptus Astartes ....................142\n\n%\n:_ec`UfTeZ`_\n:_ec`UfTeZ`_\nE\nhe Space Marines of the Adeptus Astartes are the\nchampions of Humanity—the strongest, bravest, purest\nand best equipped warriors of the Imperium. Yet, even\nwithin this elite warrior brotherhood there exists a company of\nbrethren, each of whom has foregone the fellowship of his kin\nin order to stand the Long Watch. These are the brethren of the\nDeathwatch, the elite of the elite, the very best the thousand\nand more Chapters of the Adeptus Astartes can produce.\nWhile many Battle-Brothers are drawn from the most well-\nknown Chapters—the Blood Angels, the Space Wolves, the\nUltramarines, and others of the so-called First Founding—still\nmore hail from lesser known bodies, the Successors of the great\nLegions. Some of these Chapters are every bit as famous as their\ncelebrated progenitors, while others are all but unheralded. In a\nsmall number of cases, the brethren standing the Long Watch\nmight in fact represent the last of their line, their Chapter long\nlost to the incessant wars of the 41st Millennium.\nHYRe»d\u0011Z_\u0011\u0011\neYZd\u0011S``\\0\n9\nONOUR THE CHAPTER provides a wealth of options\nfor players who want to play characters drawn from\none of the numerous Chapters created during the\nSecond or subsequent Foundings. New character creation\nrules are provided, along with a wealth of relics unique to\neach Chapter. In addition, the book provides Game Masters\nwith guidance and adventure seeds, utilising the material\npresented throughout.\nCHAPTER I:\nTHE EMPEROR’S FINEST\nChapter I provides players and Game Masters with\nextensive background information on a number of the\nmost celebrated Chapters of the Second and subsequent\nFoundings, including the celebrated Blood Ravens. It goes\non to provide detailed character creation rules, allowing\nplayers to create a unique Battle-Brother drawn from one\nof these most famous of Space Marine Chapters.\nCHAPTER II:\nLEGACY OF GLORY\nThe second chapter describes a number of lesser-known Space\nMarine Chapters, though every one of them is as dedicated to\nthe defence of the Imperium as the most celebrated of bodies.\nThe Chapters covered vary enormously in character and\ndemeanour, meaning that no two Battle-Brothers in a single\nKill-team need ever be alike. Each entry contains background\ninformation, character creation rules, and an adventure seed\nthat GMs can use to tie the character in to the overall narrative\nof his campaign.\nChapter II goes on to provide a special set of rules in\nthe form of the Legion of the Damned Battle-Brother. This\nunique character becomes available to a player whose Battle-\nBrother has just been slain, but only long enough for the\nremainder of the Kill-team to complete the mission.\nLastly, the chapter provides a set of character creation\nrules for players wishing to create “codex” Battle-Brothers.\nThese are characters drawn from a Chapter that, for a variety\nof reasons, does not have close ties with its progenitor. This\nmight be because the Chapter simply wishes to carve its own\nname in the histories of the Imperium, or it might be because\nits genetic legacy is lost or knowledge of it sealed.\nCHAPTER III:\nTHE VAULT OF RELICS\nChapter III provides a trove of unique wargear, each item tied\nto the nature, traditions, or history of one of the many Space\nMarine Chapters covered in HONOUR THE CHAPTER and\nelsewhere. By equipping their characters with such individual\nand iconic relics, players can make their Battle-Brothers true\nexemplars of their parent Chapters.\nCHAPTER IV:\nTHE CHAPTER’S DUE\nThe last chapter in the book is a wealth of information,\nguidance, and ideas for Game Masters looking to integrate the\ninformation presented in earlier sections into their campaign.\nIt provides a discussion on how Battle-Brothers drawn from\ndifferent Chapters might interact with one another. Some of\nthese interactions might prove complementary to one another,\nmaking the Kill-team far greater than the sum of its parts.\nOthers might cause friction, but often these are amongst the\nmost interesting, engaging, and entertaining scenarios for\nplayers and Game Master alike!\n\n&\n:_ec`UfTeZ`_\nEYV\u0011DVT`_U\u0011\n7`f_UZ_X\n3\ny far the most celebrated of the Space Marine\nChapters are those that were created during the\nFirst Founding. These represent the inheritors of\nthe original Legions, twenty of which were created by\nthe Emperor himself at the dawn of the Great Crusade. As\nhistory records, half of the Emperor’s sons—the Primarchs—\nturned against him, leading their Legions against those that\nremained loyal to Humanity. Of two Legions, no records\nsurvive, while the remaining nine that turned to the service\nof Chaos plague the Imperium of Man to this day. Of the\nloyalists, another nine Legions survived the galactic civil\nwar that was the Horus Heresy, and in its aftermath these\nwere divided so that no single martial body could ever again\nwield such power as to bring not just the Imperium, but\nMankind itself, to the very brink of destruction. The nine\nLegions were each split into bodies of around a thousand\nBattle-Brothers, sometimes according to existing internal\nstructures, sometimes according to varying doctrines at large\nwithin the Legion. The smaller of the Legions, in particular\nthe Salamanders, emerged from the cauldron of civil war\nwith dramatically reduced numbers, though was ever as\nnumerous as other Legions. The Salamanders were divided\nfewer times, when compared to other Legions. Most notably\nthe Ultramarines, who had always been a most prolific\nlegion, were divided into several bodies. This event became\nknown as the Second Founding, and it created a second\ngeneration of Space Marine formations known as Chapters.\nEach inherited much of the nature of its “progenitor” and\nwhile many remained true to the traditions and doctrines of\ntheir sires, others struck out on their own to carve their own\nlegends in the annals of the Imperium’s history.\nTen thousand years after the Second Founding, it remains\na mystery exactly how many Chapters were created. This is\nin no small part due to the nature of the Imperium itself. The\nEmperor’s domains consist of an unknowable number of settled\nworlds and a greater number still of other planets claimed\nbut barely trod by human feet. The Imperium is a supremely\nsuperstitious realm scattered across an unimaginable volume of\nspace, and travel and communication between each cluster of\nworlds is only possible by way of what amounts to witchery.\nAs such, it is difficult to maintain coherent records, and such a\ntask is made all but impossible by the continuous, apocalyptic\nebb and flow of planet-razing war. Accounts of the number of\nChapters vary wildly and the names and natures of them all\nremain a mystery guarded by time and forgotten by human\nmemory. Some Second Founding Chapters exist in name only,\ntheir deeds interwoven with legend and myth despite there\nbeing no material evidence of their existence. It may be that all\nthat remains of some Second Founding Chapters is a tattered\nbanner in a forgotten shrine. Such relics of a long forgotten age\nhold honours earned in places that no longer exist and name\nbattles in which millions of forgotten heroes might have given\nall for the God-Emperor of Mankind.\nOf the Second Founding Chapters that remain in existence,\nsome retain close links with their progenitors, while others\nbarely acknowledge any kinship at all. Where the two share\nsome inherited genetic abnormality, as is the case with the\nBlood Angels, the progenitor and its offspring are likely to\nremain close to one another, sometimes working together to\novercome whatever afflicts them. In the case of the scions of\nthe Ultramarines Legion, many Second Founding Chapters\nhave chosen to maintain close links with their sires because\nthey share a common martial code and ancient traditions.\nSo closely knit are the Ultramarines and their Successor\nChapters that the entire group often refers to itself as the\nPrimogenitor—the First Born—Chapters.\nTHE THIRD AND\nSUBSEQUENT FOUNDINGS\nAs the Age of Imperium ground on and in time those Primarchs\nthat had not perished during the calamitous Horus Heresy fell\nin battle or simply vanished from the ken of Humanity, more\nFoundings were required. The Third Founding was not achieved\nby sub-dividing another body as was the Second Founding.\nThe High Lords of Terra ordered that the Adeptus Mechanicus\nshould undertake the regular “genetic tithing” of the Adeptus\nAstartes. A vast archive of gene-stock was established, allowing\nfor the monitoring of the genetic purity of each of the Chapters.\nThose samples found to be tainted were placed under seal, never\nto be used again, while those found pure were cultured so that\nthey could be used to create new Space Marine Chapters. From\nthe earliest days, it was found that the most reliable gene-seed\nwas that of the Ultramarines Chapter, and so when the Third\nFounding was called, many of the new Chapters were created\nfrom this stock.\nWith each Founding, and for every Space Marine that\ntakes his place in the ranks, dozens, perhaps hundreds of\nAspirants and Neophytes die, their bodies horrifically mutated\nas unstable or corrupt implants wreak havoc on their systems.\nTen thousand years after the First Founding, twenty-five more\nFoundings have now passed, the most recent only a handful of\ncenturies ago. The vast majority belong to the line of Roboute\nGuilliman, though many do not know or acknowledge the\nfamilial link. Others have been founded from the gene-stock\nof other Legions, though for myriad reasons some gene-seed\nis rarely, if ever, used in such a manner. In the case of some,\nsuch as the Space Wolves, the genetic deviation is clear and few\nChapters are ever created using its inheritance. In the case of\nthe Dark Angels, no impurity is known to exist and yet still few\nChapters are created from their line, the reasons unknown.\nTwo of the Foundings—the 13th and the 21st—are\ncloaked in mystery and shadow, the progeny cursed or\notherwise afflicted by tragedy.\n\n'\n:_ec`UfTeZ`_\n'\nAn Unheralded Arrival\nThe Jericho Reach is a realm of numerous perils, from the slavering alien swarms of Hive\nFleet Dagon to the treacherous grav-swells that tear apart unwary vessels travelling in the\nvicinity of the Black Reef. By far the most terrible danger, however, is the Hadex Anomaly,\na vast, pulsating warp phenomenon that casts its baleful, crimson glare across the entire\nUltima Segmentum. While clearly a manifestation of the Warp, the Hadex Anomaly’s\ntrue nature is unknown even to the most lore-steeped Warp-seer, for in a galaxy riven\nby Warp storms, it is totally unique. Most disturbing of all of the anomaly’s traits is the\neffect it exerts over the passage of time. The closer a vessel, or indeed a world, approaches\nthe Hadex Anomaly, the more pronounced the distortion becomes. At first, words yet to\nbe spoken echo weirdly at the edge of hearing, but soon brief passages of time disappear\nfrom the logs. If a vessel experiencing these phenomena does not turn back, it soon finds\nitself snared in a temporal nightmare. The laws of cause and effect become stretched before\nsnapping entirely, time jumping back and forward and looping back upon itself according\nto what some survivors have described as some utterly unknowable design. Vessels and\nworlds known to have been destroyed centuries before might emerge from the anomaly’s\nflickering light and, very occasionally, vessels from other times and places entirely might\nappear from its crimson depths.\nSuch a phenomenon occurred in mid 799.M41. For several days the Hadex Anomaly\nhad been visibly disturbed, its unpredictable motions seeming to lock into something\napproaching a stable rhythm as its baleful light strobed and flickered rapidly. This itself\nwas sufficiently unusual that the Chamber of Vigilance convened to debate the matter.\nThis convocation coincided with the arrival at Watch Fortress Erioch of an unregistered\nvessel bearing the highest Inquisitorial cipher. The vessel’s sole passenger sought\nadmittance to the Chamber and upon displaying his Inquisitorial Rosette took his place\nalongside the others in attendance.\nThe stranger remained silent throughout the ensuing discussions, speaking only when the\ndebate was all but concluded. Withdrawing a hand from his voluminous coat, the stranger\nheld up a sand timer, its contents all but drained. As the council looked on, the last of the\nsilvered sands sifted through the glass’s neck, but before the very last grain could fall, the\nstranger turned the sand timer over, announced “once more, it begins,” and departed before\nany could question him.\nWith the chamber in the grip of stunned silence, a senior Deathwatch Chapter serf rushed\nto the side of Watch Commander Mordigael in a state of obvious anxiety and proffered his\nmaster a roll of parchment. The parchment contained a message from the station’s augur\narrays, warning of the emergence of a vessel from the Hadex Anomaly; a Gladius class\nfrigate bearing the name of Sollemnis and bearing livery entirely unknown to the Watch\nCommander and his adjuncts. It was transmitting a dire message on all available channels.\nThe message was not a distress signal, but a warning: “Stay away, or die.”\n\nBLACK TEMPLARS\ns\nSTORM WARDENS\ns\nBLOOD RAVENS\ns\nRED SCORPIONS\ns\nMARINES ERRANT\ns\nFLESH TEARERS\ns\nCRIMSON FISTS\ns\nHOWLING GRIFFONS\ns\nNOVAMARINES\ns\nRAPTORS\ns\nCARCHARODONS", + "category": "supplements", + "tags": [ + "chapter", + "deed", + "honour the chapter", + "supplement" + ], + "aliases": [ + "chapter", + "deed", + "honour the chapter" + ], + "relatedRules": [ + "Requisition", + "Talent Descriptions", + "Trait Descriptions" + ], + "page": 1, + "pageEnd": 8, + "source": "Honour the Chapter", + "sourceAbbr": "HtC", + "sourceMethod": "pdf", + "confidence": 0.65, + "midgamePriority": 45 + }, + { + "id": "mox-supplements-mark-of-the-xenos-session-reference", + "rule_id": "mox-supplements-mark-of-the-xenos-session-reference", + "title": "Mark of the Xenos Session Reference", + "summary": "Xenos adversary rules, traits, and GM-facing encounter material.", + "content": "™\n™\nTHE GALAXY’S MOST\nDANGEROUS THREATS\n®\n®\n™\n\n™\n™\n™\n™\nROLEPLAYING IN THE GRIM\nDARKNESS OF THE 41ST MILLENNIUM\n\n2\nCredits\nLead Developer\nRoss Watson\nWritten and Developed by\nOwen Barnes, Andy Chambers, Alex Davy, Andrea\nGausman, Andy Hoare, Kevin Rubitsky, and Benn Williams\nAdditional Writing\nMack Martin\nEditing\nGraham Davey\nProofreading\nPaul King\nGraphic Design\nKevin Childress\nAdditional Graphic Design\nMark Raynor, Brian Schomberg, and Michael Silsby\nCover Art\nMichael Phillippi\nInterior Art\nJacob Atienza, John Blanche, Alberto Bontempi, Joao Bosco,\nAlex Boyd, Matt Bradbury, Christopher Burdett, Kevin\nChildress, Paul Dainton, Wayne England, Mark Gibbons,\nNikolaus Ingeneri, Karl Kopinski, Brandon Leach, David\nLecossu, Damien Mammoliti, Hector Ortiz, Adrian Smith\nArt Direction\nZoë Robinson\nProduction Manager\nEric Knight\nFFG Lead Game Designer\nCorey Konieczka\nFFG Lead Game Producer\nMichael Hurley\nPublisher\nChristian T. Petersen\nGames Workshop\nLicensing Manager\nOwen Rees\nHead of Licensing\nPaul Lyons\nHead of Intellectual Property\nAlan Merrett\nSpecial Thanks to our Playtesters\nMatt Eustace, “Bring the Noise” James Savage with Davie\nGallacher, Thomas S. Ryan, and Stewart Strong, “The Bolter\nand Chainsword Playtest Group” Ryan Powell with Matt\nBogart, Jon Cox, Max Hardenbrook, Anders Lang, and\nRichard Sanders, “No Guts, No Glory” Sean Connor with\nAdam Lloyd, Stephen Pitson, Mark Smith, and Michael\nThompson, “The Librarians” Pim Mauve with Keesjan Kleef,\nJan-Cees Voogd, Joris Voogd, and Gerlof Woudstra\nFANTASY\nFLIGHT\nGAMES\nFantasy Flight Games\n1975 West County Road B2\nRoseville, MN 55113\nUSA\nCopyright © Game Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nforegoing marks’ respective logos, Mark of the Xenos and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2011, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-782-5 Product Code: DW05 Print ID: 958MAR11\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nCredits\n\n3\nContents\nContents\nIntroduction\n5\nWhat’s in this book? ...............................................................5\nChapter I: The Alien Threat\n8\nThe Tau Empire .......................................................................8\nBroadside Battlesuit ........................................................... 11\nCommander Flamewing ................................................... 13\nEthereal ............................................................................... 16\nThe Kroot ........................................................................... 19\nKrootox ............................................................................. 23\nKnarloc ............................................................................. 25\nGreat Knarloc ................................................................... 26\nKroot Hound ................................................................... 28\nTau Pathfinder .................................................................... 29\nVespid Stingwing ............................................................... 31\nTyranids ................................................................................. 33\nNew Tyranid Weapons ...................................................... 33\nTyranid Psychic Powers .................................................... 34\nCarnifex .............................................................................. 36\nDagon Overlord ................................................................. 38\nGargoyle .............................................................................. 41\nLictor ................................................................................... 42\nPurestrain Genestealer ....................................................... 44\nRavener ............................................................................... 46\nRipper Swarm .................................................................... 48\nTrygon ................................................................................. 50\nTyranid Warrior Prime ...................................................... 52\nTyrant Guard ...................................................................... 54\nVenomthrope ...................................................................... 56\nZoanthrope ......................................................................... 58\nOrks ....................................................................................... 60\nOrk Traits ........................................................................... 61\nOrk Boy .............................................................................. 62\nOrk Meganob ..................................................................... 62\nOrk Warboss ...................................................................... 63\nBig Mek Wurrzog .............................................................. 64\nOther Xenos ......................................................................... 65\nBruul Parasite ..................................................................... 65\nCrotalid ............................................................................... 67\nDiablodon ........................................................................... 69\nLacrymole ........................................................................... 71\nLoxatl Mercenaries ............................................................. 73\nChapter II: Radicals and Heretics\n76\nInquisitor Thaddeus Hakk .................................................. 77\nApostate Cardinal ................................................................ 80\nPontifex Guard ..................................................................... 83\nMagos Phayzarus ................................................................. 85\nIrradial Cogitator ................................................................. 88\nSamech Redemption Servitors ............................................ 90\nSlinnar War Machine ........................................................... 92\nSpire Slayer ........................................................................... 94\nChapter III: The Forces of Chaos\n98\nBloodthirster .......................................................................100\nGreat Unclean One ............................................................102\nKeeper of Secrets................................................................104\nLord of Change ..................................................................106\nKyrus the Chantleader .......................................................108\nBloodletter ..........................................................................109\nDaemonette .........................................................................110\nPink Horror ........................................................................111\nPlaguebearer .......................................................................112\nChaos Space Marine Sorcerers .........................................113\nKhorne Berzerkers .............................................................115\nNoise Marines .....................................................................117\nObliterators .........................................................................119\nPlague Marines ...................................................................121\nPossessed Chaos Space Marines .......................................123\nWeapons of Chaos .............................................................125\nNoise Marine Weapons ...................................................125\nPlague Marine Weapons .................................................126\nOther Weapons ................................................................126\nChaos Psychic Powers .......................................................127\nChapter IV: Advanced Adversaries\n130\nUsing Hordes in Deathwatch ...........................................130\nNew Horde Traits ............................................................133\nMassed Battles ....................................................................137\nRunning Massed Battles .................................................138\nTurning Points ....................................................................141\nUsing Turning Points ......................................................141\nExample Turning Points .................................................142\n\n4\nContents\n\n5\nIntroduction\nIntroduction\nTo be Hunted...that is the Mark of the Xenos.\n–From the Deathwatch’s Catechism of the Xenos\nT\nhe Space Marines of the Deathwatch are legendary\nwarriors, veterans of hundreds of battles, and heroes of\nthe Imperium. Yet they are only a handful against the\nmyriad threats that lay siege to the Imperium, from within,\nwithout, and beyond. The Deathwatch was founded to eliminate\nalien civilisations inimical to human life, and the eradication of\nsuch xenos is their main purpose. Yet, the Deathwatch does not\nshy from engaging the forces of heretics, daemons, or the Traitor\nLegions of Chaos Space Marines that emerge from the realms of\nChaos, bent upon the destruction of man.\nIn the war-torn Jericho Reach, the Imperium struggles to re-\nconquer hundreds of lost, dark, and bitter worlds. The Achilus\nCrusade pushes ever-deeper into this region, facing horrific\nterrors on all fronts. Only the intervention of the Deathwatch\nKill-teams can tip the balance, and the information collected\nin this book by Codicier Taelon of the White Scars Chapter\nplaces vital knowledge of their enemies into the hands of those\nwarriors best suited to destroy any challenge to the Emperor’s\nwill.\nWHAT’S IN THIS bOOK?\nMark of the Xenos is a bestiary of the monstrous enemies\nthat lurk within the Jericho Reach and strike back against\nthe forces of the Achilus Crusade. This book includes\ncommentaries, advice, and information from Codicier Taelon\nof the White Scars, a Deathwatch Librarian whose diligent\nwork has gathered together information on the Deathwatch’s\ngreatest foes in the Jericho Reach into one place. Taelon put the\nresources of the Deathwatch, the Ordo Xenos, and the Chapters\nof the Space Marines to good use, gathering reports and notes\nfrom dozens of experts and first-hand accounts from across\nthe Reach. Unfortunately, Taelon was among the fallen at the\nBattle of the Darkspire on the planet Ystobel, torn apart by a\nHive Tyrant whilst keeping the creature at bay long enough for\nother Imperial forces to escape. His task remains incomplete,\nalthough his extensive notes have been highly praised by\nInquisitors Ghraile and Quist of the Ordo Xenos, and many\nWatch Captains have taken heed of his wisdom in the decades\nsince.\nThe creatures listed in this book come with ready-made\nadventure hooks that a GM can use to drop the monsters\ndirectly into his Deathwatch campaign. Each of the following\nchapters focuses on a different breed of monster that the Kill-\nteam may face in the course of their duties.\nChapter I: the alIen threat\nThe first chapter centres around the Enemy Without; alien\nraces that exist within the Jericho Reach, and constitute the\nprimary foes of the Deathwatch. The Tyranids of Hive Fleet\nDagon and the Tau forces of the Velk’han Sept are presented\nin detail, accompanied by discussions of more minor (but no\nless dangerous) aliens such as the shapeshifting Lacrymole\nand the pernicious Bruul Parasite.\nChapter II: radICals and heretICs\nThe second chapter focuses upon the heretics that abound\nwithin the cursed worlds of the Jericho Reach; recidivists\nmisled by the rantings of Apostate Cardinals, the deadly\nmachinations of a Radical Inquisitor, and the horrific\nconstructs of tech-heresy are laid bare.\nChapter III: the ForCes oF Chaos\nDaemons, warpspawn, and Chaos Space Marines are but a few\nof the minions of the Ruinous Powers. The Hadex Anomaly\nspews forth armies of corruption into the Jericho Reach, a\ntide of evil that often clashes with Deathwatch Kill-teams.\nChapter IV: adVanCed adVersarIes\nThe fourth chapter of Mark of the Xenos presents new\nrules and guidelines for utilising adversaries in a Deathwatch\ncampaign, including the proper use of Hordes and rules for\nscaling up to even larger conflicts.\nModIFyIng eneMIes\nThe enemies presented in this book can, and should,\nbe modified by a Game Master to create the types\nof enemies he requires for his game. Some options\nand variations are presented as part of the enemy\nprofiles but the possible variety of enemies far exceeds\nthese, and a Game Master should feel free to make\nadjustments to them as he sees fit. If, for example, a\ngame requires a group of Renegade Militia armed with\nmissile launchers, they can be created by removing\ntheir autoguns, giving them missile launchers and the\nHeavy Weapon Training (Launcher) Talent.\neneMy proFIle presentatIon\nIn all the entries presented in this book, the\ncharacteristics, movement values, and weapon damages\nhave been presented with all modifications included.\nFor example, a Chaos Space Marine’s Strength includes\nthe +20 increase from his Astartes Power Armour, and\nhis Strength Bonus matches this and the effects of the\nUnnatural Strength Trait (and the Chaos Space Marine\nSorcerer’s force weapon includes his Psy Rating in its\nDamage and Penetration). Weapon damages include\nthe effects of the enemy’s Strength Bonus and Talents\nthat always apply to damage such as the Crushing\nBlow Talent. Talents, Traits and Special rules that\nhave a variable effect or will only apply in particular\ncircumstances, such as the Hammer Blow Talent, have\nnot been combined into the profiles presented here. It\nis also important to note that NPCs are not necessarily\nbound to follow the same strictures for their profiles as\nplayer characters.\n\n6\nIntroduction\nTo: Inquisitor Lord Hezika Carmillus\nFrom: Codicier Taelon\nThe tome you see before you now is the result of our discussions regarding the myriad threats\nthat our Kill-teams have faced amongst the worlds of the Jericho Reach. The entries within\nhave been collected and researched from field reports, personal interviews, and data-vaults\nof ancient pedigree. A number of pertinent reports for this assignment are missing... I suspect\nthe involvement of other Inquisitors or perhaps skilled heretical agents. Therefore, this tome\nis incomplete and not as comprehensive as I would like. Nevertheless, time grows short, and\nthe lore of the reports herein will certainly benefit the commanders of the Achilus Crusade\nwith proper clearances to view it.\nOf particular note to your Ordo, honoured Inquisitor, is that a number of the threats\ndetailed in this tome are not, in fact, alien in origin. Rather, these enemies are heretics,\ntraitors, warpspawn, or worse. Some amongst your Ordo have questioned why such enemies\nare detailed alongside the others. The answer is simple... the Deathwatch may have been\nfounded with the purpose of defeating the alien foe, but as Space Marines, we are honour-\nbound to oppose any threat to the Imperium of Man.\nIn the Jericho Reach, my Battle-Brothers and I have encountered bizarre daemonic entities,\nbattled Traitor Space Marines, and destroyed heretic enclaves during the course of our duties\nfor the Deathwatch. Many other Kill-teams have had similar experience. Thus, when I\nasked for the reports to create this tome, those reports included the threats that were judged\nworthy of the Deathwatch’s interest in all aspects of war.\nThis book contains much knowledge and lore that must be placed under the highest ciphers,\nand I trust you and your fellow Inquisitors will know best how to disseminate it amongst\nthe officers of the Achilus Crusade.\n–-Codicier Taelon of the White Scars\nSeconded to the Deathwatch\n\nthe tau eMpIre\n•\ntyranIds\n•\norks\n•\nother Xenos", + "category": "supplements", + "tags": [ + "adversary", + "horde", + "supplement", + "trait", + "xenos" + ], + "aliases": [ + "adversary", + "horde", + "trait", + "xenos" + ], + "relatedRules": [ + "Requisition", + "Talent Descriptions", + "Trait Descriptions" + ], + "page": 1, + "pageEnd": 8, + "source": "Mark of the Xenos", + "sourceAbbr": "MoX", + "sourceMethod": "pdf", + "confidence": 0.65, + "midgamePriority": 45 + }, + { + "id": "rob-supplements-rites-of-battle-session-reference", + "rule_id": "rob-supplements-rites-of-battle-session-reference", + "title": "Rites of Battle Session Reference", + "summary": "Expanded squad, mission, vehicle, armoury, and Deathwatch campaign rules.", + "content": "THE DEATHWATCH\nSPACE MARINE HANDBOOK\n®\n®\n™\n™\n™\n\nCredits\nLead Developer\nRoss Watson\nWritten and Developed by\nOwen Barnes, Andy Chambers, Ben Counter, Graham\nDavey, Lee Gunby, Andy Hoare, Jason Marker, Sam Stewart\nAdditional Writing\nAndrea Gausman, Tim Huckelbery, and Kevin Rubitsky\nEditing\nAlex Davy\nProofreading\nAlex Davy\nGraphic Design\nKevin Childress\nAdditional Graphic Design\nMark Raynor, Brian Schomberg, and Michael Silsby\nCover Art\nMichael Phillippi\nInterior Art\nAlberto Bontempi, Alex Boyd, Matt Bradbury, Paul Dainton,\nSimon Eckert, Wayne England, Hardy Fowler, David\nGallagher, Mark Gibbons, Zach Graves, David Griffi th,\nJames Hall, Nikolaus Ingeneri, Toni Justamente, Nuala\nKennedy, Igor Kieryluk, Karl Kopinski, Stefan Kopinski,\nClint Langley, Hector Ortiz, Karl Richardson, Oleg\nSaakyan, Erich Schreiner, Adrian Smith, Mark Smith, David\nSondered, Nicholas Stohlman, Theo Stylianides, Tiernan\nTrevallion, Chase Toole, Fredrik Tyskerud, Andrea Uderzo,\nLiu Yang, Ben Zweifel\nArt Direction\nZoë Robinson\nProduction Manager\nGabe Laulunen\nFFG Lead Game Designer\nCorey Konieczka\nFFG Lead Game Producer\nMichael Hurley\nPublisher\nChristian T. Petersen\nGAMES WORKSHOP\nLicensing Manager\nOwen Rees\nHead of Licensing\nPaul Lyons\nHead of Intellectual Property\nAlan Merrett\nSpecial Thanks to our Playtesters\n“No Guts, No Glory” Sean Connor, Stephen Pitson, Mark Smith,\nand Michael Thompson “Veterans of a Psychic War” Benn\nWilliams, with Chris Lancaster, John Ross, Aric Wieder, Rebecca\nWilliams, and Eric Young, “The Bolter & Chainsword Playtest\nGroup” Matthew Hunt with Andrew Binsack, Ruben DeJong,\nRichard Galvez, Austin W. Hoffman, Anders Lang, Scott Mallinson\nand Ryan Powell “Bring the Noise” James Savage with Davie\nGallacher, Thomas S. Ryan, and Stewart Strong, David Schumpert\nwith David Hudock, Martin Linde, Adam Schumpert,\nand Pierre Wagenseil\nFANTASY\nFLIGHT\nGAMES\nFantasy Flight Games\n1975 West County Road B2\nRoseville, MN 55113\nUSA\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Rites of Battle and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-781-8 Product Code: DW04 Print ID: 917NOV10\nPrinted in China\nFor more information about the DEATHWATCH line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nCREDITS\n2\n\nContents\nContents\nIntroduction\n6\nWhat’s in this book? ...............................................................6\nChapter I: Deathwatch Origins\n8\nTrials of the Aspirant ..............................................................8\nRites of Selection ..................................................................9\nBirth of a Chapter ............................................................... 13\nThe Foundings ................................................................... 13\nCreating Your Own Chapter ............................................ 14\nOrigins .............................................................................. 14\nGene-seed ......................................................................... 16\nFounding Fathers ............................................................. 23\nHome World .................................................................... 24\nHome World Predominant Terrain ............................... 26\nRelationship with Home World .................................... 28\nOrganisation..................................................................... 29\nCombat Doctrine ............................................................. 30\nSolo Mode Abilities ........................................................ 32\nSquad Mode Abilities...................................................... 32\nSpeciality Restrictions ..................................................... 33\nSpecial Equipment ........................................................... 34\nBeliefs ............................................................................... 34\nCurrent Status .................................................................. 36\nFriends and Enemies ....................................................... 36\nChapter Name .................................................................. 38\nBattle Cry ......................................................................... 38\nHeraldry ........................................................................... 39\nLivery ................................................................................ 39\nCustom Chapter Advance Tables .................................. 40\nTying It All Together ........................................................ 43\nThe Imperial Fists ................................................................ 44\nThe Emperor’s Praetorians ............................................... 44\nImperial Fists Names ......................................................... 47\nImperial Fists Rules ........................................................... 48\nImperial Fists Pasts ............................................................ 48\nImperial Fists Primarch’s Curse ..................................... 48\nImperial Fists Solo Mode Ability .................................. 49\nImperial Fists Advances .................................................. 49\nImperial fi sts Squad Mode Abilities .............................. 49\nImperial fi sts Psychic Powers ......................................... 50\nImperial Fists Chapter Trappings .................................. 51\nSuccessor Chapters .............................................................. 52\nWhy Play A Successor Chapter Character?.................... 52\nCreating a Successor Chapter Character ........................ 52\nAdventure Seeds ................................................................. 53\nThe Second Founding ....................................................... 53\nSubsequent Foundings .................................................... 54\nUltramarines Successors .................................................... 55\nNovamarines .................................................................... 55\nWhite Consuls ................................................................. 56\nBlack Consuls .................................................................. 57\nMortifactors ..................................................................... 57\nGenesis Chapter ............................................................... 58\nDark Angels Successors .................................................... 59\nConsecrators ................................................................... 59\nAngels of Redemption .................................................... 60\nAngels of Absolution ...................................................... 61\nBlood Angels Successors ................................................... 62\nFlesh Tearers .................................................................... 62\nLamenters ......................................................................... 63\nBlood Drinkers ................................................................ 64\nKnights of Blood ............................................................. 65\nImperial Fists Successors ................................................... 66\nCrimson Fists ................................................................... 66\nHammers of Dorn ........................................................... 67\nSubjugators ....................................................................... 68\nJoint Operations ................................................................... 69\nBringing Deathwatch into Dark Heresy ......................... 69\nBringing Dark Heresy into Deathwatch ......................... 70\nBringing Deathwatch into Rogue Trader ....................... 70\nBringing Rogue Trader into Deathwatch ....................... 70\nJoint operations in Your Campaign ................................. 72\nChapter II: The Call of War\n74\nDeeds ..................................................................................... 74\nUsing Deeds ....................................................................... 74\nChapter Deeds ................................................................... 75\nFeast of Blades Participant ............................................. 75\nAssault on Baal Veteran .................................................. 75\nInitiate of Secrets ............................................................. 75\nPain Glove Mastery ........................................................ 76\nRitual Duel Fighter ........................................................ 77\nPurger of Vigil ................................................................. 77\nKeeper of Ways................................................................ 78\nCampaign Deeds ................................................................ 79\nCrusade Reinforcement .................................................. 79\nAcheros Salient: The Spectre of Vanity ....................... 79\nCanis Salient: Stealth Operations ................................. 80\nOrpheus Salient: Ghost Ships ....................................... 80\nBattle Damage ............................................................... 81\nReturn to Duty ............................................................... 81\nPrice of Victory ............................................................... 81\nValorous Deeds ................................................................ 82\nSecond-in-Command ..................................................... 82\nDefensive Genius ............................................................. 82\nStrike Team Specialist .................................................... 82\nToe to Toe ....................................................................... 83\nNo Quarter Given .......................................................... 83\nSpeciality Deeds ................................................................. 84\nProtector of the Chapter ................................................ 84\nRight Place, Right Time ............................................... 84\nPrecision Targeting ......................................................... 84\nWe Are All One ............................................................... 85\nRight Gear for the Job .................................................... 85\nOmnissiah’s Calling ........................................................ 85\nDeeds of Disdain ............................................................... 86\nReclaiming the Lost ........................................................ 86\nLone Survivor .................................................................. 87\nGene-Seed Anomaly ....................................................... 87\nDistinctions ........................................................................... 89\nWhat are Distinctions? ...................................................... 89\nMarks of Distinction ......................................................... 90\nCommand Marks ............................................................... 90\nCombat Marks.................................................................... 92\n3\n\nContents\nDetermination Marks ........................................................ 94\nCreating New Marks of Distinction ................................ 96\nExample Distinctions ........................................................ 96\nAdvanced Specialities .......................................................... 99\nUsing Advanced Specialities ............................................. 99\nDeathwatch Black Shield ................................................100\nDeathwatch Champion ...................................................104\nDeathwatch Chaplain ......................................................106\nDeathwatch Dreadnought ..............................................110\nBecoming a Dreadnought ............................................112\nDeathwatch Epistolary ....................................................114\nDeathwatch Forge Master ...............................................118\nDeathwatch Keeper .........................................................120\nDeathwatch Kill-marine ................................................123\nDeathwatch Watch Captain ............................................126\nFirst Company Veteran ...................................................130\nChapter III: Expanded Wargear\n134\nRanged Weapons ................................................................134\nBolt Weapons ...................................................................134\nPlasma Weapons ..............................................................135\nMelta Weapons .................................................................135\nFlame Weapons ................................................................135\nSolid Projectile Weapons ................................................136\nGrenades, and Explosives ..................................................136\nLaunchers ............................................................................137\nExotic Weapons ..................................................................137\nMelee Weapons ..................................................................139\nSpecial Issue Ammunition .................................................140\nArmour ................................................................................142\nForce Fields .........................................................................143\nWeapon Upgrades ..............................................................144\nTools and Equipment .........................................................144\nCybernetics .........................................................................146\nPsyber Familiars ...............................................................146\nPower Armour ....................................................................149\nChoosing Your Power Armour .......................................152\nGoing Without a Helmet ................................................152\nPower Armour History ....................................................153\nRelics ...................................................................................156\nChapter Relics .......................................................... ........156\nDeathwatch Relics ...........................................................159\nChapter IV: Vehicles\n164\nVehicle Classifi cations .......................................................164\nDriving and Flying ............................................................165\nVehicle Combat ..................................................................166\nAerial Combat ...................................................................167\nShooting Vehicle Weapons .............................................169\nChaos Vehicles....................................................................189\nTau Vehicles ........................................................................193\nChapter 5: Honour or Death\n200\nRenown ...............................................................................200\nEarning Renown ..............................................................201\nLosing Renown ................................................................201\nUsing Renown as Infl uence ............................................202\nHonours ...............................................................................204\nWhat are Honours? .........................................................204\nBestowing Honours .........................................................204\nCodex Astartes Honours ................................................205\nChapter Specifi c Honours...............................................211\nRequisition ..........................................................................212\nMissions and Assigning Requisition .............................212\nBoosting Requisition .......................................................212\nReserve Requisition .........................................................213\nImperial Assets ....................................................................214\nImperial Naval Assets ......................................................214\nImperial Guard Assets .....................................................217\nInquisitorial Assets ...........................................................219\nAdeptus Astartes Assets ...................................................221\nDivided Loyalties ...............................................................224\nAdvanced Solo and Squad Mode .....................................225\nSolo Mode Abilities .........................................................225\nSquad Mode Abilities ......................................................225\nChapter VI: Watch Fortress Erioch\n228\nOrigins ................................................................................228\nInhabitants of Erioch ........................................................234\nAdventure Seeds ...............................................................234\nBattle-Brother Richter ....................................................234\nWatch Captain Brand .....................................................234\nDeathwatch Chaplain Titus Strome ...............................235\nGoremann the Elder ........................................................235\nWatch Captain Rames ....................................................236\nDeathwatch Apothecary Septimus .................................236\nWatch Captain Prascus ....................................................237\nDeathwatch Champion Attalus Fellhand ......................237\nInquistor Horosa Barnabas, Ordo Xenos ......................238\nDeathwatch Forge Master Mac Zi Ven .........................238\nInquisitor Vils Andarion, Ordo Xenos ..........................239\nInquisitor Ezu Ghraile, Ordo Xenos .............................239\nPrisoners of the Deathwatch ............................................239\nAun’La Tsua’Malor Viorla ...............................................240\nLarathyn Ki Tajell: Eldar Renegade ..............................240\nSubject #696: Unknown Xenos Type ..........................241\nSilicate entity: “Oathkeeper” ..........................................242\nVerian-Holms DeLacre: Ex-Governor of Kaggeran .....242\nUnknown Xenos Organism: Devil Leech Colony .......243\nTyranid Vanguard Organism: Mahir Leaper.................243\nTyranid Organism: Unknown Genus ............................243\nErioch Operations ..............................................................244\nWatch Duty.......................................................................244\nInvestigation .....................................................................244\nCleansing ..........................................................................245\nRetrieval ............................................................................245\nExtermination ...................................................................246\nExceptional Circumstances .............................................246\nArtefacts of The Omega Vault ..........................................248\nGM Guidance: Using the Omega Vault in campaigns 248\nBeyond Erioch: Regions of the Jericho Reach ...............250\nDakinor .............................................................................250\nExecution Eternal .............................................................250\nWarzone Epsilon ..............................................................251\nThe Deserter’s Coil ..........................................................252\n4\n\nContents\n5\n\nIntroduction\nIntroduction\nT\nhe Deathwatch stands vigil over some of the most\ndangerous regions in the galaxy, sentinels against the\nvile forces of hostile alien races and ancient tombs best\nleft undisturbed. The Imperium has endured for ten thousand\nyears thanks in no small part to the secret victories of the\nDeathwatch over the foes that would see the Emperor’s realm\ncast down and destroyed.\nThe Space Marines of the Deathwatch cherish each such\nhard-won victory, for the galaxy is a vast and dangerous place,\nwith numerous aliens, heretics, and daemons clamouring to\ntake the place of each defeated enemy. To stand shoulder-to-\nshoulder with the Deathwatch is to hold back serried tides of\ninhuman foes time and again, struggling to survive against the\ngalaxy’s most deadly of threats. It is an honour that each and\nevery Deathwatch Space Marine bears with pride.\nWHAT’S IN THIS BOOK?\nRITES OF BATTLE provides a host of additional options for\nplayers and GM’s alike. This book expands on many of\nthe ideas, themes, and systems present in the DEATHWATCH\nRulebook and offers many means to enrich and add detail to\nthe adventures of a Kill-team in the Jericho Reach.\nCHAPTER I: DEATHWATCH ORIGINS\nChapter I begins with a section detailing the various trials an\nAspirant goes through before he is accepted as a Neophyte\ninto a Space Marine Chapter. There is also an extensive and\nthorough section discussing how to create your own, unique\nChapter of Space Marines. The Imperial Fists Space Marine\nChapter is presented next, followed by a number of Successor\nChapters to provide additional options for a Deathwatch\nSpace Marine’s origin.\nCHAPTER II: THE CALL OF WAR\nChapter II describes Deeds—events or accomplishments\nin a Space Marine’s past that have defi ned his character.\nDistinctions are another kind of achievement that lends a\nSpace Marine a special status within his Chapter and the\nDeathwatch. Lastly, this Chapter also describes a number of\nAdvanced Specialities that give DEATHWATCH characters the\noptions to take on the roles of importance and honour within\nthe Deathwatch, such as Chaplain, Watch Captain, or even as\na mighty Dreadnought.\nCHAPTER III: EXPANDED WARGEAR\nChapter III contains a wealth of additional weapons and tools\nfound within the armouries of Watch Fortress Erioch. Details\non additional marks of power armour and expanded power\narmour histories are located within, as are more sacred relics\ngifted to the Deathwatch from various Space Marine Chapters\nacross the galaxy.\nCHAPTER IV: VEHICLES\nChapter IV presents a comprehensive set of vehicle rules and\nin-game statistics for a wide variety of vehicles used by the\nSpace Marines and their enemies.\nCHAPTER V: HONOUR OR DEATH\nChapter V reveals guidelines and mechanics for awarding\nspecifi c honours to a Space Marine who has earned such\na distinction. Additional rules for using and acquiring\nRequisition are also included, along with a number of\nImperial Assets that a Kill-team may requisition during their\nmissions for the Deathwatch. Lastly, a set of clarifi cations\nand expanded rules for Squad and Solo Mode abilities\nare presented.\nCHAPTER VI: WATCH FORTRESS ERIOCH\nChapter VI focuses on the mighty star-keep known as Watch\nFortress Erioch, a solid bastion of the Deathwatch’s presence\nin the Jericho Reach. The origins of this base and the secrets\nthat its walls contain are described in this chapter, along with\na discussion of the various personalities, prisoners, and relics\nthat call Watch Fortress Erioch home. Lastly, this chapter\nprovides a glimpse at some of the areas of the Jericho Reach\nbeyond Watch Fortress Erioch; dark places amongst the stars\nwhere the Deathwatch keeps vigil.\n6\n\nTRIALS OF THE\nASPIRANT\n•\nCREATING YOUR\nOWN CHAPTER\n•\nTHE IMPERIAL\nFISTS\n•\nSUCCESSOR\nCHAPTERS\n•\nJOINT OPERATIONS\n\n8\nI: Deathwatch Origins\nChapter I:\nDeathwatch\nOrigins\n“Your future lies with the Chapter. The past is dust. Build upon that\nfoundation and you shall stand tall amongst your Battle-Brothers.”\n–Chaplain Gotthold of the Black Templars\nT\nhe origin of a character is amongst the most signifi cant\nelements a player should understand. Once a Space\nMarine leaves his home Chapter and is seconded to\nthe Deathwatch, his future is fi lled with mysteries and secrets.\nHis only certainties are those that lie in his past; the trials he\nfaced and overcame as an Aspirant, and the beliefs, traditions,\nand ideology of his home Chapter.\nIn this part of RITES OF BATTLE, much of what makes up\nthe heart of the Space Marine is examined in detail, from his\ntrials as an Aspirant to the rules and guidelines you can use\nto create your own Space Marine Chapter. Later, the Imperial\nFists Chapter is closely examined, as are the various Successor\nChapters that add onto the information presented in the\nDEATHWATCH Rulebook.\nTrials of the\nAspirant\n“Your future life shall be a series of trials, one after the other, until you\nattain the glory that is your due at the side of the Emperor. You shall\nface the hardest fi rst, so that we know we are not wasting our time.”\n–Chaplain Sighelm of the Celestial Lions\nT\nhis Chapter describes the many and varied trials that\nAspirants are expected to overcome before being\naccepted into the ranks of a Chapter’s Neophytes.\nThough he will undergo continuous testing throughout his\nperiod as a Neophyte, and often beyond, the fi rst trial the\nAspirant must pass to be accepted as a potential Space Marine\nis by far the most signifi cant. The events he experiences\nduring that trial will live on in his heart and mind for the\nrest of his life. Such experiences shape him, in both positive\nand negative ways, lending a further level of detail to your\ncharacter’s background\nEach of the Trials presented in the following section\nconsist of four elements.\nDescription: The nature of the trial, and the sort of\nexperience the Aspirant underwent during it. The Trials are\nall very open and subject to plenty of variation depending on\nthe Chapter and the world in question. Players and GMs are\nencouraged to draw inspiration from the description and fi ll\nin the blanks according to their own tastes.\nDemeanour Modifi cation: No two Space Marines are\nidentical, even those drawn from the same Chapter. The\nnature of the trial may have long-lasting effects on the\ncharacter’s essential nature, resulting in some additional\ndetails being added to his Demeanour. This provides players\nwith an additional way of defi ning the character, and GMs\nwith another way of rewarding good roleplaying.\nAdventure Seed: Events from the Battle-Brother’s past\nmay have ramifi cations on his later career. Each Trial provides\nideas for both players and the GM about the ways that the\nevents of the Trial can be used to add fl avour to adventures.\nPlayers should make a note of this guidance, and invoke it\ncarefully when the time comes. If, for example, the Adventure\nSeed suggests a skill roll bonus in a particular situation, it\nis the responsibility of the player to look out for such a\ncircumstance and make his case to the GM as to why he\ndeserves such a bonus. The GM’s word is always fi nal, and\nplayers should not expect these bonuses more than once per\ngaming session, or even once per mission.\nChapter: Many of the Trials are more appropriate to\nparticular Chapters, and less so to others. 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42, + 44, + 52, + 58 + ], + "fellowship": [ + 42, + 52, + 58, + 63, + 73 + ], + "agility": [ + 43, + 50, + 56, + 57, + 60, + 74, + 78, + 79, + 80, + 81 + ], + "strength": [ + 44, + 55, + 84 + ], + "intimidate": [ + 44 + ], + "advanced": [ + 45, + 50, + 53, + 54, + 59, + 60, + 64, + 65, + 66, + 67, + 69, + 70, + 71, + 72, + 73, + 74, + 75, + 78, + 79, + 81, + 82, + 83, + 85, + 86, + 87, + 88, + 89 + ], + "medicae": [ + 45 + ], + "intelligence": [ + 45, + 53, + 54, + 59, + 61, + 62, + 67, + 68, + 69, + 70, + 71, + 72, + 82, + 83, + 85, + 86, + 87, + 88, + 89 + ], + "burn": [ + 46 + ], + "points": [ + 46 + ], + "spend": [ + 46 + ], + "heal": [ + 46 + ], + "reroll": [ + 46 + ], + "fate": [ + 46 + ], + "gamemaster": [ + 47 + ], + "master": [ + 47 + ], + "antagonist": [ + 47 + ], + "game": [ + 47 + ], + "climbing": [ + 48 + ], + "carry": [ + 48 + ], + "carrying": [ + 48 + ], + "movement": [ + 48, + 50, + 55, + 57, + 80, + 84 + ], + "jumping": [ + 48 + ], + "jump": [ + 48 + ], + "throw": [ + 48 + ], + "throwing": [ + 48 + ], + "swimming": [ + 48 + ], + "narrative": [ + 48 + ], + "gravity": [ + 48 + ], + "swim": [ + 48, + 84 + ], + "solo": [ + 49 + ], + "chapter": [ + 49, + 90, + 91 + ], + "improvements": [ + 49 + ], + "linked": [ + 49 + ], + "ability": [ + 49 + ], + "acrobatics": [ + 50 + ], + "carouse": [ + 51 + ], + "charm": [ + 52 + ], + "crafting": [ + 53, + 59, + 88 + ], + "investigation": [ + 53, + 61, + 63, + 64, + 68, + 69, + 70, + 71 + ], + "chem": [ + 53 + ], + "ciphers": [ + 54 + ], + "climb": [ + 55 + ], + "concealment": [ + 56 + ], + "contortionist": [ + 57 + ], + "deceive": [ + 58 + ], + "demolition": [ + 59 + ], + "drive": [ + 60 + ], + "operator": [ + 60, + 74 + ], + "evaluate": [ + 61 + ], + "gamble": [ + 62 + ], + "inquiry": [ + 63 + ], + "interrogation": [ + 64 + ], + "willpower": [ + 64, + 65 + ], + "invocation": [ + 65 + ], + "reading": [ + 66 + ], + "lip": [ + 66 + ], + "literacy": [ + 67 + ], + "logic": [ + 68 + ], + "lore": [ + 69, + 70, + 71 + ], + "forbidden": [ + 70 + ], + "scholastic": [ + 71 + ], + "navigation": [ + 72 + ], + "performer": [ + 73 + ], + "pilot": [ + 74 + ], + "psyniscience": [ + 75 + ], + "scrutiny": [ + 76 + ], + "search": [ + 77 + ], + "security": [ + 78 + ], + "shadowing": [ + 79 + ], + "move": [ + 80 + ], + "silent": [ + 80 + ], + "sleight": [ + 81 + ], + "hand": [ + 81 + ], + "language": [ + 82 + ], + "speak": [ + 82 + ], + "survival": [ + 83 + ], + "tactics": [ + 85 + ], + "tech": [ + 86 + ], + "trade": [ + 88 + ], + "wrangling": [ + 89 + ], + "successor": [ + 90 + ], + "specific": [ + 90 + ], + "first": [ + 90 + ], + "options": [ + 90, + 91 + ], + "material": [ + 90, + 92 + ], + "supplements": [ + 90, + 91, + 92, + 93 + ], + "founding": [ + 90 + ], + "deeds": [ + 91 + ], + "honour": [ + 91 + ], + "deed": [ + 91 + ], + "xenos": [ + 92 + ], + "facing": [ + 92 + ], + "encounter": [ + 92 + ], + "adversary": [ + 92 + ], + "mark": [ + 92 + ], + "vehicle": [ + 93 + ], + "expanded": [ + 93 + ], + "campaign": [ + 93 + ], + "armoury": [ + 93 + ], + "deathwatch": [ + 93 + ], + "rites": [ + 93 + ] + }, + "metadata": { + "totalRules": 94, + "sources": [ + { + "name": "Core Rulebook", + "abbr": "CR", + "available": true + }, + { + "name": "First Founding", + "abbr": "FF", + "available": true + }, + { + "name": "Rites of Battle", + "abbr": "RoB", + "available": true + }, + { + "name": "Mark of the Xenos", + "abbr": "MoX", + "available": true + }, + { + "name": "Honour the Chapter", + "abbr": "HtC", + "available": true + }, + { + "name": "Errata", + "abbr": "ERR", + "available": true + } + ], + "categories": [ + "actions", + "cohesion", + "combat", + "conditions", + "damage", + "equipment", + "errata", + "gm_tables", + "hordes", + "mission", + "psychic", + "renown", + "requisition", + "skills", + "squad_mode", + "supplements", + "talents", + "traits" + ], + "lastUpdated": "2026-06-24T08:55:54.940419+00:00", + "builder": "scripts/build-midgame-rules.py", + "sourcePolicy": "PDF primary; OCR/text fallback allowed when marked with sourceMethod and confidence." + } +} diff --git a/package.json b/package.json index 8ffab74..448258a 100755 --- a/package.json +++ b/package.json @@ -35,6 +35,10 @@ "extract:armoury": "node scripts/extract-armoury.js \"$PWD/Deathwatch-Core-Rulebook.pdf\" public/deathwatch-armoury.json", "server": "npm test && cd database && node server.js", "server:notest": "cd database && node server.js", + "rules:build": "python3 scripts/build-midgame-rules.py", + "rules:import": "node scripts/import-midgame-rules-to-db.js", + "rules:simulate": "node scripts/simulate-midplay-rules.js", + "rules:verify-scenarios": "node scripts/verify-rules-ingame-scenarios.js", "db:sqlite": "cd database && ./switch-db.sh sqlite", "pm2:start": "cd database && pm2 start pm2.config.js --env production --update-env", "pm2:stop": "pm2 stop deathwatch-server || true", diff --git a/scripts/build-midgame-rules.py b/scripts/build-midgame-rules.py new file mode 100644 index 0000000..ec76d26 --- /dev/null +++ b/scripts/build-midgame-rules.py @@ -0,0 +1,484 @@ +#!/usr/bin/env python3 +""" +Build a midgame-oriented Deathwatch rules database. + +This intentionally does not try to blindly turn every PDF heading into a rule. +It builds high-value session references from verified local sources, keeps +source/page provenance, and marks OCR/text fallbacks explicitly. +""" + +import csv +import json +import re +from datetime import datetime, timezone +from pathlib import Path + +import fitz + +REPO = Path(__file__).resolve().parent.parent +RULES_DIR = REPO / "database" / "rules" +DATA_DIR = REPO / "data" +BACKUPS_DIR = REPO / "database" / "backups" +OUT = RULES_DIR / "rules-database.json" + +BOOKS = { + "CR": {"name": "Core Rulebook", "path": RULES_DIR / "CR.pdf"}, + "FF": {"name": "First Founding", "path": RULES_DIR / "FF.pdf"}, + "RoB": {"name": "Rites of Battle", "path": RULES_DIR / "RoB.pdf"}, + "MoX": {"name": "Mark of the Xenos", "path": RULES_DIR / "MoX.pdf"}, + "HtC": {"name": "Honour the Chapter", "path": RULES_DIR / "HtC.pdf"}, + "ERR": {"name": "Errata", "path": RULES_DIR / "Errata.pdf"}, +} + +MIDGAME_CATEGORIES = [ + "combat", + "actions", + "damage", + "conditions", + "hordes", + "psychic", + "skills", + "talents", + "traits", + "squad_mode", + "cohesion", + "requisition", + "renown", + "equipment", + "mission", + "gm_tables", + "errata", + "supplements", +] + +REQUIRED_RULES = [ + "Dodge", + "Parry", + "Full Auto Burst", + "Semi-Auto Burst", + "Suppressing Fire", + "Overwatch", + "Pinning", + "Righteous Fury", + "Critical Damage", + "Hordes", + "Cohesion Damage", + "Maintaining Squad Mode", + "Requisition", + "Renown", + "Fear", +] + +PLAY_AID_CONTENT = { + "Requisition": """Quick Use +- The Mission has a Requisition rating set by the GM or mission authority. +- Each Battle-Brother gets that many Requisition Points for this Mission. +- Total item costs may not exceed the Battle-Brother's available Requisition. +- Unspent Requisition does not carry over. +- Requisitioned equipment is returned at the end of the Mission. + +Pooling +- The squad may pool Requisition for communal gear or to equip one Battle-Brother with a costly item. +- The GM should approve who carries and controls pooled equipment. + +Included Ammunition and Consumables +- Ranged weapons include enough basic ammunition for the Mission unless the GM rules otherwise. +- Grenades, missiles, and similar consumables last for the Mission unless tracked separately. +- Special Issue Ammunition costs are per single clip. + +Renown Gate +- Paying the Requisition cost is not enough if the item has a Renown requirement. +- A Battle-Brother must meet or exceed the item's Renown Rank before he may Requisition it. + +Availability to Requisition +Ubiquitous: 1 +Abundant: 2 +Plentiful: 3 +Common: 4-5 +Average: 6-8 +Scarce: 9-14 +Rare: 15-20 +Very Rare: 21-30 +Extremely Rare: 31-50 +Near Unique: 51-70 +Unique: 71+ + +Mid-play Ruling +- If an item is from another 40k RPG line, use Availability to estimate cost. +- Add a Renown requirement for rare, sacred, xenos, relic, or Astartes-only gear. +- If players challenge the Mission's Requisition rating, let the Kill-team Leader make the argument once; repeated haggling should have social consequences.""", + "Renown": """Quick Use +- Renown is the Battle-Brother's status within the Deathwatch. +- Renown gates access to prestigious, rare, or dangerous armoury items. +- An item with a Renown requirement cannot be Requisitioned until the Battle-Brother meets that rank. +- When a squad pools Requisition, the intended bearer still needs the required Renown. +- Renown increases through service, sacrifice, victory, and Mission rewards. + +Renown Ranks +0-19: Initiated +20-39: Respected +40-59: Distinguished +60-79: Famed +80+: Hero + +Mid-play Ruling +- Use Renown to say "not yet" even when the squad has enough Requisition. +- Let pooled Requisition buy an item only if the intended bearer meets its Renown requirement. +- For gear imported from another source, assign a Renown gate when the item is iconic, relic-grade, restricted, or politically sensitive.""", +} + + +def clean_text(value): + value = str(value or "").replace("\r\n", "\n").replace("\r", "\n") + value = value.replace("\u0008", "") + value = re.sub(r"[ \t]+", " ", value) + value = re.sub(r" *\n *", "\n", value) + value = re.sub(r"\n{3,}", "\n\n", value) + return value.strip() + + +def slug(value): + value = re.sub(r"[^a-z0-9]+", "-", value.lower()).strip("-") + return value[:90] or "rule" + + +def pdf_pages(abbr, start, end=None): + book = BOOKS[abbr] + path = book["path"] + if not path.exists(): + return "" + end = end or start + doc = fitz.open(path) + chunks = [] + for page_num in range(start, min(end, len(doc)) + 1): + chunks.append(doc[page_num - 1].get_text("text")) + doc.close() + return clean_text("\n\n".join(chunks)) + + +def source_method_for(abbr, fallback=False): + if fallback: + return "text" + return "pdf" if BOOKS.get(abbr, {}).get("path", Path()).exists() else "text" + + +def make_rule( + title, + summary, + category, + source_abbr, + page=None, + page_end=None, + content="", + aliases=None, + tags=None, + related=None, + priority=50, + method=None, + confidence=0.9, +): + book = BOOKS.get(source_abbr, {"name": source_abbr}) + rule_id = f"{source_abbr.lower()}-{slug(category)}-{slug(title)}" + return { + "id": rule_id, + "rule_id": rule_id, + "title": title, + "summary": summary, + "content": clean_text(content), + "category": category, + "tags": sorted(set(tags or [])), + "aliases": sorted(set(aliases or [])), + "relatedRules": sorted(set(related or [])), + "page": page, + "pageEnd": page_end or page, + "source": book["name"], + "sourceAbbr": source_abbr, + "sourceMethod": method or source_method_for(source_abbr), + "confidence": confidence, + "midgamePriority": priority, + } + + +def load_skills(): + path = REPO / "database" / "deathwatch_skills_p94_107.csv" + if not path.exists(): + return [] + rules = [] + with path.open(newline="", encoding="utf-8") as handle: + for row in csv.DictReader(handle): + name = row["name"].strip() + characteristic = row.get("characteristic", "").strip() + skill_type = row.get("type", "").strip() + descriptors = row.get("descriptors", "").strip() + parts = [] + if row.get("skill_text"): + parts.append(row["skill_text"].strip()) + if row.get("skill_description"): + parts.append(row["skill_description"].strip()) + if row.get("skill_use"): + parts.append(f"Skill Use: {row['skill_use'].strip()}") + summary_bits = [skill_type, characteristic] + if descriptors: + summary_bits.append(descriptors) + summary = " / ".join([b for b in summary_bits if b]) + rules.append( + make_rule( + title=name, + summary=summary, + category="skills", + source_abbr="CR", + page=94, + page_end=107, + content="\n\n".join(parts), + aliases=[f"{name} Skill", characteristic], + tags=["skill", skill_type.lower(), descriptors.lower()], + related=["Test Difficulty"], + priority=75 if name in {"Awareness", "Dodge", "Command", "Medicae", "Intimidate"} else 55, + method="csv+pdf", + confidence=0.95, + ) + ) + return rules + + +CURATED_SECTIONS = [ + # Core adjudication + ("Test Difficulty", "Difficulty modifiers and common test bands.", "gm_tables", "CR", 204, 205, ["difficulty", "modifier", "ordinary", "challenging"], ["Skill Tests"], 90), + ("Fate Points", "Spend or burn Fate Points during play.", "gm_tables", "CR", 205, 205, ["fate", "reroll", "heal", "initiative"], ["Critical Damage"], 70), + ("Movement", "Narrative and structured movement, jumping, swimming, climbing, carrying, throwing, and gravity.", "gm_tables", "CR", 206, 211, ["movement", "jump", "swim", "carry", "throw", "gravity"], ["Actions"], 70), + # Cohesion and modes + ("Cohesion", "Kill-team Cohesion, Cohesion damage, recovery, and Cohesion Challenges.", "cohesion", "CR", 212, 213, ["cohesion", "cohesion challenge"], ["Squad Mode"], 95), + ("Cohesion Damage", "When incoming damage reduces the Kill-team's Cohesion and how the leader can resist it.", "cohesion", "CR", 213, 213, ["cohesion damage", "command test"], ["Cohesion", "Squad Mode"], 100), + ("Squad Mode", "Entering, maintaining, leaving, and tracking Squad Mode.", "squad_mode", "CR", 214, 215, ["squad mode", "support range", "changing modes"], ["Cohesion", "Solo Mode"], 95), + ("Maintaining Squad Mode", "Conditions that cause a Battle-Brother to drop out of Squad Mode.", "squad_mode", "CR", 215, 215, ["maintain squad mode", "support range"], ["Cohesion Damage"], 100), + ("Solo Mode Abilities", "Chapter-linked Solo Mode abilities and improvements.", "squad_mode", "CR", 216, 219, ["solo mode", "chapter ability"], ["Squad Mode"], 70), + ("Squad Mode Abilities", "Activating, sustaining, joining, and using Squad Mode abilities.", "squad_mode", "CR", 220, 226, ["bolter assault", "fire support", "regroup", "tactical spacing"], ["Cohesion"], 90), + # Mission/session structure + ("Missions", "Mission preparation, objectives, complications, rewards, experience, renown, and requisition.", "mission", "CR", 227, 232, ["mission", "objective", "oath", "complication", "reward"], ["Requisition", "Renown"], 75), + ("Mission Complications", "Complications that change an operation mid-session.", "mission", "CR", 232, 232, ["complication", "bad beginning", "cut off"], ["Missions"], 80), + # Combat + ("Combat Overview", "Structured time, initiative, rounds, turns, and surprise.", "combat", "CR", 235, 237, ["combat", "initiative", "surprise", "round", "turn"], ["Actions"], 90), + ("Actions", "Full, half, free, reaction, extended, and subtype rules.", "actions", "CR", 237, 238, ["action", "half action", "full action", "reaction"], ["Combat Overview"], 95), + ("Combat Actions", "Action descriptions including Aim, Charge, Dodge, Full Auto Burst, Overwatch, Semi-Auto Burst, and Suppressing Fire.", "actions", "CR", 238, 244, ["aim", "charge", "dodge", "full auto", "overwatch", "semi-auto", "suppressing fire", "parry"], ["The Attack"], 100), + ("Dodge", "Reaction to negate a hit when allowed.", "actions", "CR", 239, 240, ["dodge reaction"], ["Parry", "The Attack"], 100), + ("Parry", "Reaction using Weapon Skill to negate a melee hit.", "actions", "CR", 243, 245, ["parry reaction"], ["Dodge", "The Attack"], 100), + ("Full Auto Burst", "Full Action ranged attack with additional hits per degree of success.", "actions", "CR", 240, 240, ["full auto", "automatic fire"], ["Semi-Auto Burst", "Weapon Jams"], 100), + ("Semi-Auto Burst", "Ranged attack mode with additional hits every two degrees of success.", "actions", "CR", 242, 243, ["semi auto", "semi-auto"], ["Full Auto Burst", "Weapon Jams"], 100), + ("Suppressing Fire", "Full Auto fire to force Pinning and threaten a kill zone.", "actions", "CR", 244, 244, ["suppression", "suppressing fire"], ["Pinning", "Full Auto Burst"], 100), + ("Overwatch", "Establish a kill zone and fire when targets enter it.", "actions", "CR", 241, 242, ["overwatch", "kill zone"], ["Suppressing Fire", "Pinning"], 100), + ("The Attack", "Attack tests, hit locations, damage rolls, Righteous Fury, and defenses.", "combat", "CR", 245, 246, ["attack", "hit location", "damage roll", "righteous fury"], ["Dodge", "Parry", "Damage"], 100), + ("Righteous Fury", "Exploding damage on natural 10s after a successful attack confirmation.", "damage", "CR", 246, 246, ["righteous fury", "damage"], ["The Attack"], 100), + ("Combat Circumstances", "Cover, darkness, difficult terrain, melee, range, size, shooting into melee, and prone modifiers.", "combat", "CR", 247, 250, ["cover", "darkness", "range", "size", "prone", "melee"], ["Test Difficulty"], 100), + ("Pinning", "Effects of being Pinned and how characters recover.", "conditions", "CR", 249, 249, ["pinned", "pinning test"], ["Suppressing Fire", "Overwatch"], 100), + ("Weapon Jams", "Jam thresholds and clearing jammed weapons.", "combat", "CR", 249, 249, ["jam", "weapon jam"], ["Full Auto Burst", "Semi-Auto Burst"], 90), + ("Damage", "Wounds, damage types, armour/Toughness reduction, and damage recovery.", "damage", "CR", 251, 251, ["wounds", "damage", "armour", "toughness"], ["Critical Damage"], 100), + ("Critical Damage", "Critical damage process and reference tables.", "damage", "CR", 251, 260, ["critical damage", "critical effects", "energy", "explosive", "impact", "rending"], ["Damage"], 100), + ("Conditions and Special Damage", "Fatigue, blood loss, fire, falling, suffocation, and special damage states.", "conditions", "CR", 261, 263, ["fatigue", "blood loss", "fire", "falling", "suffocation"], ["Damage"], 95), + ("Fear", "Fear tests, degrees of Fear, and mental trauma during play.", "conditions", "CR", 277, 279, ["fear", "shock", "insanity"], ["Test Difficulty"], 100), + ("Hordes", "Creating, attacking, damaging, breaking, and running Hordes.", "hordes", "CR", 360, 361, ["horde", "magnitude", "blast weapons", "breaking a horde"], ["Full Auto Burst", "Suppressing Fire"], 100), + # Armoury and character-facing rules + ("Requisition", "Mission equipment purchasing and Requisition Point ranges.", "requisition", "CR", 139, 140, ["requisition", "req", "availability"], ["Renown", "Missions"], 100), + ("Renown", "Renown ranks and their impact on equipment access.", "renown", "CR", 140, 141, ["renown", "requisition", "pooling", "respected", "distinguished", "famed", "hero"], ["Requisition"], 100), + ("Craftsmanship", "Poor, common, good, and best craftsmanship effects and costs.", "equipment", "CR", 141, 141, ["craftsmanship", "poor", "good", "best"], ["Requisition"], 80), + ("Weapon Profiles", "Weapon class, range, rate of fire, damage, penetration, clip, reload, and special qualities.", "equipment", "CR", 141, 142, ["weapon profile", "rof", "damage", "penetration", "clip", "reload"], ["Weapon Special Qualities"], 90), + ("Weapon Special Qualities", "Rules for Accurate, Balanced, Blast, Flame, Tearing, Toxic, Storm, and other qualities.", "equipment", "CR", 143, 145, ["accurate", "balanced", "blast", "flame", "tearing", "toxic", "storm"], ["Weapon Profiles"], 100), + ("Astartes Power Armour", "Power armour protection, subsystems, histories, and critical effects.", "equipment", "CR", 160, 164, ["power armour", "armour history", "subsystems"], ["Damage"], 85), + ("Tools and Wargear", "Common mission gear, tools, consumables, cybernetics, and relic support rules.", "equipment", "CR", 171, 178, ["wargear", "tools", "drugs", "cybernetics"], ["Requisition"], 75), + # Talents, traits, psychic + ("Talent Descriptions", "Core talent rules and talent descriptions.", "talents", "CR", 113, 130, ["talent", "prerequisites"], ["Traits"], 80), + ("Trait Descriptions", "Creature and character trait rules.", "traits", "CR", 131, 137, ["trait", "unnatural", "fear", "toxic", "warp weapon"], ["Talent Descriptions"], 80), + ("Psychic Powers", "Focus Power tests, Psy Rating, fettered/unfettered/push rules, and power use.", "psychic", "CR", 185, 190, ["psychic", "focus power", "psy rating"], ["Psychic Phenomena", "Perils of the Warp"], 90), + ("Psychic Phenomena", "Psychic Phenomena results and when they trigger.", "psychic", "CR", 187, 188, ["psychic phenomena", "warp"], ["Perils of the Warp"], 95), + ("Perils of the Warp", "Perils table and severe psychic backlash.", "psychic", "CR", 189, 189, ["perils", "warp"], ["Psychic Phenomena"], 95), +] + + +def load_curated_sections(): + rules = [] + for title, summary, category, abbr, start, end, tags, related, priority in CURATED_SECTIONS: + content = PLAY_AID_CONTENT.get(title) or pdf_pages(abbr, start, end) + rules.append( + make_rule( + title=title, + summary=summary, + category=category, + source_abbr=abbr, + page=start, + page_end=end, + content=content, + aliases=tags, + tags=[category] + tags, + related=related, + priority=priority, + method="pdf+curated" if title in PLAY_AID_CONTENT else None, + confidence=0.9 if end - start > 3 else 0.95, + ) + ) + return rules + + +def load_gmk_text_rules(): + path = RULES_DIR / "GMK.txt" + content = clean_text(path.read_text(encoding="utf-8")) if path.exists() else "" + tables = DATA_DIR / "gamemasters_kit" / "gamemasterkit_tables.txt" + table_content = clean_text(tables.read_text(encoding="utf-8")) if tables.exists() else "" + rules = [] + if content: + rules.append( + make_rule( + "Game Master's Kit Reference", + "GM Kit mission, antagonist, and table reference text.", + "gm_tables", + "GMK", + page=1, + page_end=32, + content=content[:50000], + aliases=["gm kit", "gamemaster kit", "tables"], + tags=["gm", "tables", "reference"], + related=["Combat Actions", "Test Difficulty"], + priority=70, + method="text", + confidence=0.75, + ) + ) + if table_content: + rules.append( + make_rule( + "GM Kit Quick Tables", + "OCR/text fallback for GM Kit quick-reference tables.", + "gm_tables", + "GMK", + page=None, + content=table_content, + aliases=["quick tables", "combat tables", "weapon qualities"], + tags=["gm", "tables", "ocr"], + related=["Combat Actions", "Weapon Special Qualities"], + priority=85, + method="text+ocr", + confidence=0.7, + ) + ) + return rules + + +def load_supplement_rules(): + specs = [ + ("FF", "First Founding Session Reference", "Chapter rules, additional character options, gear, and chapter-specific material.", ["chapter", "successor", "first founding"]), + ("RoB", "Rites of Battle Session Reference", "Expanded squad, mission, vehicle, armoury, and Deathwatch campaign rules.", ["rites of battle", "vehicle", "squad", "mission"]), + ("MoX", "Mark of the Xenos Session Reference", "Xenos adversary rules, traits, and GM-facing encounter material.", ["xenos", "adversary", "horde", "trait"]), + ("HtC", "Honour the Chapter Session Reference", "Additional Chapter options, deeds, powers, and equipment.", ["honour the chapter", "chapter", "deed"]), + ("ERR", "Errata Reference", "Errata and corrections to check when a rule result conflicts.", ["errata", "correction", "faq"]), + ] + rules = [] + for abbr, title, summary, tags in specs: + path = BOOKS[abbr]["path"] + if not path.exists(): + continue + doc = fitz.open(path) + max_pages = min(len(doc), 8) + content = [] + for idx in range(max_pages): + content.append(doc[idx].get_text("text")) + doc.close() + rules.append( + make_rule( + title=title, + summary=summary, + category="supplements" if abbr != "ERR" else "errata", + source_abbr=abbr, + page=1, + page_end=max_pages, + content="\n\n".join(content), + aliases=tags, + tags=["supplement"] + tags, + related=["Requisition", "Talent Descriptions", "Trait Descriptions"], + priority=45 if abbr != "ERR" else 90, + confidence=0.65, + ) + ) + return rules + + +def dedupe(rules): + best = {} + for rule in rules: + key = rule["rule_id"] + if key not in best or rule["midgamePriority"] > best[key]["midgamePriority"]: + best[key] = rule + return sorted(best.values(), key=lambda r: (-r["midgamePriority"], r["category"], r["title"].lower())) + + +def build_search_index(rules): + index = {} + for idx, rule in enumerate(rules): + fields = [ + rule.get("title", ""), + rule.get("summary", ""), + " ".join(rule.get("tags", [])), + " ".join(rule.get("aliases", [])), + rule.get("category", ""), + ] + words = re.findall(r"[a-z0-9]{3,}", " ".join(fields).lower()) + for word in set(words): + index.setdefault(word, []).append(idx) + return index + + +def build_report(rules): + by_category = {} + by_source = {} + missing = [] + title_blob = "\n".join((r["title"] + "\n" + " ".join(r.get("aliases", []))).lower() for r in rules) + for category in MIDGAME_CATEGORIES: + by_category[category] = sum(1 for r in rules if r["category"] == category) + for rule in rules: + by_source[rule["sourceAbbr"]] = by_source.get(rule["sourceAbbr"], 0) + 1 + for required in REQUIRED_RULES: + if required.lower() not in title_blob: + missing.append(required) + low_confidence = [ + {"id": r["id"], "title": r["title"], "confidence": r["confidence"], "sourceMethod": r["sourceMethod"]} + for r in rules + if r["confidence"] < 0.75 + ] + return { + "generatedAt": datetime.now(timezone.utc).isoformat(), + "totalRules": len(rules), + "byCategory": by_category, + "bySource": by_source, + "missingRequiredRules": missing, + "lowConfidence": low_confidence, + } + + +def main(): + BACKUPS_DIR.mkdir(parents=True, exist_ok=True) + rules = dedupe(load_curated_sections() + load_skills() + load_gmk_text_rules() + load_supplement_rules()) + report = build_report(rules) + data = { + "rules": rules, + "searchIndex": build_search_index(rules), + "metadata": { + "totalRules": len(rules), + "sources": [ + {"name": info["name"], "abbr": abbr, "available": info["path"].exists()} + for abbr, info in BOOKS.items() + ], + "categories": sorted({r["category"] for r in rules}), + "lastUpdated": report["generatedAt"], + "builder": "scripts/build-midgame-rules.py", + "sourcePolicy": "PDF primary; OCR/text fallback allowed when marked with sourceMethod and confidence.", + }, + } + OUT.write_text(json.dumps(data, indent=2, ensure_ascii=False) + "\n", encoding="utf-8") + stamp = datetime.now(timezone.utc).strftime("%Y-%m-%dT%H-%M-%SZ") + report_path = BACKUPS_DIR / f"rules-midgame-build-report-{stamp}.json" + report_path.write_text(json.dumps(report, indent=2, ensure_ascii=False) + "\n", encoding="utf-8") + print(f"Wrote {OUT} ({len(rules)} rules)") + print(f"Wrote {report_path}") + if report["missingRequiredRules"]: + print("Missing required rules:", ", ".join(report["missingRequiredRules"])) + + +if __name__ == "__main__": + main() diff --git a/scripts/import-midgame-rules-to-db.js b/scripts/import-midgame-rules-to-db.js new file mode 100644 index 0000000..c066b6b --- /dev/null +++ b/scripts/import-midgame-rules-to-db.js @@ -0,0 +1,101 @@ +#!/usr/bin/env node + +const fs = require('fs'); +const path = require('path'); +const mysql = require('mysql2/promise'); + +const repoRoot = path.resolve(__dirname, '..'); +const rulesPath = path.join(repoRoot, 'database', 'rules', 'rules-database.json'); + +const dbConfig = { + host: process.env.DB_HOST || '192.168.1.113', + user: process.env.DB_USER || 'deathwatch', + password: process.env.DB_PASSWORD || 'defaultpassword', + database: process.env.DB_NAME || 'deathwatch', + port: Number(process.env.DB_PORT || 3307) +}; + +const addColumnIfMissing = async (connection, table, definition) => { + try { + await connection.execute(`ALTER TABLE ${table} ADD COLUMN ${definition}`); + } catch (error) { + if (error.code !== 'ER_DUP_FIELDNAME') throw error; + } +}; + +const main = async () => { + const data = JSON.parse(fs.readFileSync(rulesPath, 'utf8')); + const rules = data.rules || []; + if (!rules.length) throw new Error(`No rules found in ${rulesPath}`); + + const connection = await mysql.createConnection(dbConfig); + + await addColumnIfMissing(connection, 'rules', 'summary TEXT'); + await addColumnIfMissing(connection, 'rules', 'page_end INT'); + await addColumnIfMissing(connection, 'rules', 'tags TEXT'); + await addColumnIfMissing(connection, 'rules', 'aliases TEXT'); + await addColumnIfMissing(connection, 'rules', 'related_rules TEXT'); + await addColumnIfMissing(connection, 'rules', 'source_method VARCHAR(50)'); + await addColumnIfMissing(connection, 'rules', 'confidence DECIMAL(4,2)'); + await addColumnIfMissing(connection, 'rules', 'midgame_priority INT DEFAULT 0'); + + const [before] = await connection.execute('SELECT COUNT(*) AS cnt FROM rules'); + + let upserted = 0; + for (const rule of rules) { + await connection.execute( + `INSERT INTO rules + (rule_id, title, content, summary, page, page_end, source, source_abbr, category, + tags, aliases, related_rules, source_method, confidence, midgame_priority) + VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?) + ON DUPLICATE KEY UPDATE + title=VALUES(title), + content=VALUES(content), + summary=VALUES(summary), + page=VALUES(page), + page_end=VALUES(page_end), + source=VALUES(source), + source_abbr=VALUES(source_abbr), + category=VALUES(category), + tags=VALUES(tags), + aliases=VALUES(aliases), + related_rules=VALUES(related_rules), + source_method=VALUES(source_method), + confidence=VALUES(confidence), + midgame_priority=VALUES(midgame_priority)`, + [ + rule.rule_id || rule.id, + rule.title || '', + rule.content || '', + rule.summary || '', + rule.page || null, + rule.pageEnd || null, + rule.source || null, + rule.sourceAbbr || null, + rule.category || null, + JSON.stringify(rule.tags || []), + JSON.stringify(rule.aliases || []), + JSON.stringify(rule.relatedRules || []), + rule.sourceMethod || null, + rule.confidence == null ? null : Number(rule.confidence), + rule.midgamePriority || 0 + ] + ); + upserted += 1; + } + + const [after] = await connection.execute('SELECT COUNT(*) AS cnt FROM rules'); + await connection.end(); + + console.log(JSON.stringify({ + rulesFile: path.relative(repoRoot, rulesPath), + upserted, + before: before[0].cnt, + after: after[0].cnt + }, null, 2)); +}; + +main().catch(error => { + console.error(error.message); + process.exit(1); +}); diff --git a/scripts/simulate-midplay-rules.js b/scripts/simulate-midplay-rules.js new file mode 100644 index 0000000..3a7fb04 --- /dev/null +++ b/scripts/simulate-midplay-rules.js @@ -0,0 +1,139 @@ +#!/usr/bin/env node + +const fs = require('fs'); +const path = require('path'); + +const repoRoot = path.resolve(__dirname, '..'); +const rulesPath = path.join(repoRoot, 'database', 'rules', 'rules-database.json'); + +const data = JSON.parse(fs.readFileSync(rulesPath, 'utf8')); +const rules = data.rules || []; + +const scenarios = [ + { + actor: 'Player', + moment: 'Tyranid Warrior hits Brother Lucian; player checks whether a Reaction can cancel it.', + query: 'dodge', + expected: ['Dodge'] + }, + { + actor: 'GM', + moment: 'Heavy bolter lays down fire across a corridor.', + query: 'suppressing fire pinning', + expected: ['Suppressing Fire', 'Pinning'] + }, + { + actor: 'Player', + moment: 'Devastator fires full auto and needs additional hit rules.', + query: 'full auto burst', + expected: ['Full Auto Burst'] + }, + { + actor: 'GM', + moment: 'A mob of gaunts becomes one mass enemy.', + query: 'horde magnitude damage', + expected: ['Hordes'] + }, + { + actor: 'Player', + moment: 'Librarian rolls psychic backlash.', + query: 'perils of the warp', + expected: ['Perils of the Warp'] + }, + { + actor: 'GM', + moment: 'Kill-team takes blast damage in Squad Mode.', + query: 'cohesion damage', + expected: ['Cohesion Damage'] + }, + { + actor: 'Player', + moment: 'Mission prep pauses to buy gear.', + query: 'requisition renown', + expected: ['Requisition', 'Renown'] + }, + { + actor: 'GM', + moment: 'Enemy causes Fear and the table needs the modifier.', + query: 'fear test', + expected: ['Fear'] + } +]; + +function includes(value, term) { + return String(value || '').toLowerCase().includes(term); +} + +function score(rule, query) { + const term = query.toLowerCase(); + const tokens = term.split(/\s+/).filter(Boolean); + const title = String(rule.title || '').toLowerCase(); + const summary = String(rule.summary || '').toLowerCase(); + const content = String(rule.content || '').toLowerCase(); + const tags = (rule.tags || []).map(v => String(v).toLowerCase()); + const aliases = (rule.aliases || []).map(v => String(v).toLowerCase()); + const tokenHits = tokens.reduce((sum, token) => { + return sum + + (title.includes(token) ? 8 : 0) + + (aliases.some(a => a.includes(token)) ? 6 : 0) + + (tags.some(a => a.includes(token)) ? 4 : 0) + + (summary.includes(token) ? 3 : 0) + + (content.includes(token) ? 1 : 0); + }, 0); + return (title === term ? 100 : 0) + + (aliases.includes(term) ? 90 : 0) + + (title.startsWith(term) ? 50 : 0) + + (includes(rule.title, term) ? 20 : 0) + + (aliases.some(a => a.includes(term)) ? 18 : 0) + + (tags.some(t => t.includes(term)) ? 15 : 0) + + (includes(rule.summary, term) ? 8 : 0) + + Number(rule.midgamePriority || 0) + + tokenHits + + (includes(rule.content, term) ? 1 : 0); +} + +function search(query, limit = 5) { + const term = query.toLowerCase(); + const tokens = term.split(/\s+/).filter(Boolean); + return rules + .filter(rule => { + const haystacks = [ + rule.title, + rule.summary, + rule.content, + rule.category, + ...(rule.tags || []), + ...(rule.aliases || []) + ].map(v => String(v || '').toLowerCase()); + return tokens.every(token => haystacks.some(v => v.includes(token))) || + haystacks.some(v => v.includes(term)); + }) + .sort((a, b) => score(b, query) - score(a, query)) + .slice(0, limit); +} + +let failures = 0; +console.log('Mid-play rules lookup simulation\n'); + +for (const scenario of scenarios) { + const results = search(scenario.query); + const titles = results.map(r => r.title); + const ok = scenario.expected.some(expected => titles.slice(0, 3).includes(expected)); + if (!ok) failures += 1; + + console.log(`${scenario.actor}: ${scenario.moment}`); + console.log(` Query: ${scenario.query}`); + console.log(` Top results: ${titles.slice(0, 3).join(' | ') || '(none)'}`); + if (results[0]) { + const page = results[0].page ? ` p.${results[0].page}${results[0].pageEnd && results[0].pageEnd !== results[0].page ? `-${results[0].pageEnd}` : ''}` : ''; + console.log(` Opens: ${results[0].sourceAbbr || results[0].source}${page} [${results[0].sourceMethod}, ${Math.round(Number(results[0].confidence || 0) * 100)}%]`); + } + console.log(` ${ok ? 'PASS' : 'FAIL'}\n`); +} + +if (failures) { + console.error(`${failures} mid-play lookup scenario(s) failed.`); + process.exit(1); +} + +console.log('All mid-play lookup scenarios passed.'); diff --git a/scripts/verify-rules-ingame-scenarios.js b/scripts/verify-rules-ingame-scenarios.js new file mode 100644 index 0000000..e737f8d --- /dev/null +++ b/scripts/verify-rules-ingame-scenarios.js @@ -0,0 +1,182 @@ +#!/usr/bin/env node + +const fs = require('fs'); +const path = require('path'); + +const repoRoot = path.resolve(__dirname, '..'); +const rulesPath = path.join(repoRoot, 'database', 'rules', 'rules-database.json'); +const db = JSON.parse(fs.readFileSync(rulesPath, 'utf8')); +const rules = db.rules || []; + +const scenarios = [ + { + name: 'Brother Kael Dodges a Warrior', + tableMoment: 'A Tyranid Warrior hits Brother Kael in melee. The player asks whether he can spend his Reaction to avoid the hit.', + query: 'dodge reaction', + mustFind: ['Dodge'], + formatChecks: [ + { title: 'Dodge', category: 'actions', source: 'CR', minConfidence: 0.9 } + ], + worksIf: 'Dodge appears before broad combat pages and has a CR page citation.' + }, + { + name: 'Devastator Uses Full Auto', + tableMoment: 'Brother Aeldan fires a heavy bolter on full auto and needs the additional-hit rule.', + query: 'full auto burst additional hits', + mustFind: ['Full Auto Burst'], + formatChecks: [ + { title: 'Full Auto Burst', category: 'actions', source: 'CR', minConfidence: 0.9 } + ], + worksIf: 'The card distinguishes Full Auto from Semi-Auto and links to Weapon Jams.' + }, + { + name: 'GM Runs a Horde', + tableMoment: 'The GM turns thirty Hormagaunts into one Horde and needs magnitude/damage handling.', + query: 'horde magnitude damage', + mustFind: ['Hordes'], + formatChecks: [ + { title: 'Hordes', category: 'hordes', source: 'CR', minConfidence: 0.9 } + ], + worksIf: 'Hordes is found as its own card instead of buried in adversary text.' + }, + { + name: 'Kill-team Takes Blast Damage in Squad Mode', + tableMoment: 'A blast weapon hits a Battle-Brother in Squad Mode. The GM checks if the team loses Cohesion.', + query: 'cohesion damage blast command test', + mustFind: ['Cohesion Damage'], + formatChecks: [ + { title: 'Cohesion Damage', category: 'cohesion', source: 'CR', minConfidence: 0.9 } + ], + worksIf: 'The result points to Cohesion Damage, not only the general Cohesion card.' + }, + { + name: 'Librarian Triggers Perils', + tableMoment: 'The Librarian pushes a psychic power and rolls badly. The player asks for the Perils table.', + query: 'perils of the warp psychic backlash', + mustFind: ['Perils of the Warp'], + formatChecks: [ + { title: 'Perils of the Warp', category: 'psychic', source: 'CR', minConfidence: 0.9 } + ], + worksIf: 'The Perils table is directly discoverable from common player language.' + }, + { + name: 'Fear Test in the Genatorium', + tableMoment: 'A daemonhost manifests in a ruined genatorium. The GM needs the Fear test modifier.', + query: 'fear test modifier', + mustFind: ['Fear'], + formatChecks: [ + { title: 'Fear', category: 'conditions', source: 'CR', minConfidence: 0.9 } + ], + worksIf: 'Fear outranks generic test difficulty and trait references.' + }, + { + name: 'Mission Prep Requisition', + tableMoment: 'Before extraction, players pool Requisition for a lascannon and ask how Renown gates it.', + query: 'requisition renown pooling', + mustFind: ['Requisition', 'Renown'], + formatChecks: [ + { + title: 'Requisition', + category: 'requisition', + source: 'CR', + minConfidence: 0.9, + sourceMethod: 'pdf+curated', + requiredSections: ['Quick Use', 'Pooling', 'Renown Gate', 'Availability to Requisition', 'Mid-play Ruling'] + }, + { + title: 'Renown', + category: 'renown', + source: 'CR', + minConfidence: 0.9, + sourceMethod: 'pdf+curated', + requiredSections: ['Quick Use', 'Renown Ranks', 'Mid-play Ruling'] + } + ], + worksIf: 'The answer is formatted as a play aid rather than raw PDF prose.' + } +]; + +function fields(rule) { + return [ + rule.title, + rule.summary, + rule.content, + rule.category, + ...(rule.tags || []), + ...(rule.aliases || []) + ].map(v => String(v || '').toLowerCase()); +} + +function score(rule, query) { + const term = query.toLowerCase(); + const tokens = term.split(/\s+/).filter(Boolean); + const title = String(rule.title || '').toLowerCase(); + const haystacks = fields(rule); + return (title === term ? 100 : 0) + + (title.includes(term) ? 45 : 0) + + Number(rule.midgamePriority || 0) + + tokens.reduce((sum, token) => sum + haystacks.reduce((hits, value) => hits + (value.includes(token) ? 1 : 0), 0), 0); +} + +function search(query, limit = 5) { + const term = query.toLowerCase(); + const tokens = term.split(/\s+/).filter(Boolean); + return rules + .filter(rule => { + const haystacks = fields(rule); + return haystacks.some(value => value.includes(term)) || + tokens.every(token => haystacks.some(value => value.includes(token))); + }) + .sort((a, b) => score(b, query) - score(a, query)) + .slice(0, limit); +} + +function assertRuleFormat(check) { + const rule = rules.find(r => r.title === check.title); + const errors = []; + + if (!rule) return [`Missing rule card: ${check.title}`]; + if (rule.category !== check.category) errors.push(`${check.title}: category ${rule.category} !== ${check.category}`); + if (rule.sourceAbbr !== check.source) errors.push(`${check.title}: source ${rule.sourceAbbr} !== ${check.source}`); + if (!rule.page && rule.page !== 0) errors.push(`${check.title}: missing page`); + if (!rule.sourceMethod) errors.push(`${check.title}: missing sourceMethod`); + if (check.sourceMethod && rule.sourceMethod !== check.sourceMethod) errors.push(`${check.title}: sourceMethod ${rule.sourceMethod} !== ${check.sourceMethod}`); + if (Number(rule.confidence || 0) < check.minConfidence) errors.push(`${check.title}: confidence ${rule.confidence} < ${check.minConfidence}`); + if (!rule.summary) errors.push(`${check.title}: missing summary`); + if (!rule.content || rule.content.length < 80) errors.push(`${check.title}: content too short`); + if (!Array.isArray(rule.relatedRules)) errors.push(`${check.title}: relatedRules is not an array`); + + for (const section of check.requiredSections || []) { + if (!rule.content.includes(section)) errors.push(`${check.title}: missing section "${section}"`); + } + + return errors; +} + +let failures = 0; +console.log('In-game rules format and browse verification\n'); + +for (const scenario of scenarios) { + const results = search(scenario.query); + const titles = results.map(r => r.title); + const lookupOk = scenario.mustFind.every(title => titles.slice(0, 4).includes(title)); + const formatErrors = scenario.formatChecks.flatMap(assertRuleFormat); + const ok = lookupOk && formatErrors.length === 0; + if (!ok) failures += 1; + + console.log(`${ok ? 'PASS' : 'FAIL'} ${scenario.name}`); + console.log(` Moment: ${scenario.tableMoment}`); + console.log(` Query: ${scenario.query}`); + console.log(` Top results: ${titles.slice(0, 4).join(' | ') || '(none)'}`); + console.log(` Works if: ${scenario.worksIf}`); + for (const error of formatErrors) console.log(` Format error: ${error}`); + if (!lookupOk) console.log(` Lookup error: expected ${scenario.mustFind.join(', ')} in top 4 results`); + console.log(''); +} + +if (failures) { + console.error(`${failures} scenario(s) failed.`); + process.exit(1); +} + +console.log('All invented in-game scenarios passed lookup and format checks.'); diff --git a/src/components/MissionTab.jsx b/src/components/MissionTab.jsx index dcca053..534c952 100644 --- a/src/components/MissionTab.jsx +++ b/src/components/MissionTab.jsx @@ -127,7 +127,7 @@ function RollFeedRow({ roll, showDelete, onDelete }) { <>Attack {payload.attackRoll} vs {payload.target} · Hits {payload.hits || 0}{payload.where ? ` · ${payload.where}` : ''}> )} {typeof payload.total !== 'undefined' && roll.roll_type === 'initiative' && ( - Initiative {payload.total} (d10:{payload.dieRoll} + Ab:{payload.agBonus}) + {`Initiative ${payload.total} (d10:${payload.dieRoll} + Ab:${payload.agBonus})`} )} @@ -995,12 +995,39 @@ export default function MissionTab({ authedPlayer }) { ); })()} - {/* Player: awaiting */} - {!isGM && (!playPrompt || playPrompt.type !== 'check') && ( -
No check open yet.
Awaiting GM orders.
No check open yet.
Awaiting GM orders.
No checks — defaults will be generated from scene type.
- )} -No enemies defined — defaults generated from scene index.
- )} -No checks — defaults generated from scene type.
+ )} +No enemies — defaults generated from scene index.
+ )} +Log in to access the shop.
+Please log in to access the shop.
{selectedRule.summary}
+ )}